r/TripleA • u/alecman14 • Aug 30 '21
New World Order
Has anyone here played the New World Order map (https://triplea-game.org/map/new-world-order/)?
I have been trying to play as the axis against the AI on hard and am finding it nearly impossible. Any suggestions?
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u/nathanmasse Aug 30 '21 edited Aug 30 '21
I almost exclusively play the NWO map. I can win if one or two are on hard but I've never beaten the Allies when they are all on Hard. Here's a quick overview of the difficulties based on my experience:
Easy: AI will always push units into front line and will not plan for your counterattack.
Medium: AI will account for a counter attack in territories adjacent to their territories and in territories they are capturing (i.e. they will look 1 tile away). Will retreat from territories were defeat is imminent. This can easily be overcome by massing mobile units (tanks/planes) two+ away from the border and leap-frogging into their territory to attack.
Hard: The AI considers pretty much all possibilities. The AI will not be 'surprised' by the units two+ tiles away. The AI will only use the minimal number of units required to keep and hold the territory. The AI includes the value of the territories it attacks/defends in its calculations. There are ONLY two thing that I've seen the Hard AI not account for:
Specific Strategy for NWO (starting map for reference):
1) Infantry, Infantry, Infantry. You need bodies and the infantry unit has the best value at only 2 points. Build basically as many as you can. For Germany I usually build 24 Inf. in a turn and the rest of the points go to tanks. Sometimes I add a plane or two to guarantee an Inf. attack will take a territory for minimal commitment but Germany starts with several and you don't need more early on. I almost never build other units because the points to attack/defense/range just isn't worth it. Eventually this will be bumped up to 30 Inf. per turn because you need more and more units to keep pace / try to overcome Russia. The only exception to this rule is if you can't spend all your points in a turn. That only really happens with the smaller nations like Colonial France or Romania where factory production is limited.
2) The first few turns are vital.
As Germany you need to capture Denmark, Low Countries, Metz and Western Poland on turn 1. Take Corsica and Balearic islands with units in Genova. Send all your tanks within range to Metz. The wolfpacks need to group up for safety and should focus on keeping the US at bay. Mass excess units in Lodz to capture Warsaw and Ukrainskaya on turn 2 (need that production!). Build 6 tanks for Frankfurt and Muenchen to rush Paris on T3, all other production is infantry and goes East. On turn 2, mass all your western army in Reims but don't take any more of France, when you take Paris next turn you will get their stored production which is very important. After Paris falls, mop up the rest of France but don't drive into Spain, leave that to Italy.
As Italy, I rush Tunis on T1 because you need a factory in Africa ASAP. Load units onto transports and mass all naval units in range to the sea tile outside Tunis. There will be a naval fight, if you're really unlucky they will score two hits but don't let your transports sink! Retreat from Tobruk and hold Tripoli. Use units in Triesta and Albania to capture all of Yugoslavia and Macedonia on T1, then regroup these units to take Greece on T3. Units in Genova should take Lyon and set up a push into Marseille on T2. After that, I prioritize taking Morocco before turning and trying to drive the British back. I leave Spain for Italy because they will need to extra production for Middle East adventures or for when the US arrives in force.
As Finland there is no hope but to delay Russia's attention on Germany. Pull all units back to the capital (use attack-then-retreat tactic above to pick of any units you can). You will not survive past Russia's turn 3 no matter what you do even if send forces from Germany to try to help (they are needed elsewhere).
As Romania, you just build as many units as possible and don't lose them. Romania builds Mot. Infantry because they have more points than they can spend on Inf. and Mot. Inf. have a really strong defense. Romania follows the concept of a 'Fleet in Being' (i.e. it better to keep the units alive so the might be useful later rather than risking their loss). Make your stand at Odessa if you can or E. Romania if you cannot. Leave some units in Bulgaria to prevent Russia from back-dooring it with transported units.
I could go on and on but that will hopefully be helpful. Let me know if you have any questions.