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Twilight Struggle» Forums » Strategy

Subject: US STRATEGY rss

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Jason Matthews
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In response to a number of requests made here, attached are some principles for sound US play.

1) Hold on to your own High Ops Value events -- Most powerful Soviet events are discarded after use in the Early War. You want to hold your high value events like NATO and potentially even MARSHALL PLAN (depending on the disposition of EUROPEAN SCORING), so that on the reshuffle between rounds 2/3 both players are holding a hand full of blue starred cards.

2) Consider Playing High Value Soviet Events -- Remember, you can chose whether the event happens BEFORE or AFTER you take your operations. Frequently, you can minimize/eliminate the damage done by a Soviet event by using the cards operations to cover it up. You won't have this same luxury if the USSR plays the event, as you will frequently be short of the necessary operations points to counter.

3) Minimize Soviet Infiltration -- Two cards are deadly in the Early War for midwar position. DECOLONIZATION and FIDEL. If you can hold or bury these cards do so. If the Soviets play them, counter coup or realign immediately -- particularly FIDEL. South and Central American can be VERY tough for the Soviets to break into without him. You might be able to keep them a US lake without him, and grab domination in both regions during the MidWar. Its harder to keep the Soviets out of Africa, but without DECOLONIZATION, they will need to make a concerted effort to bust in.

4) Use turn 3 to drop valuable Soviet events on Space Race -- If you wait until turn 3 to drop big events into the space race (like Fidel or DECOLONIZATION) they are going to be out until the Midwar reshuffle -- that's all but dead.

5) Keep Note of Event Impacts on Influece -- You want to secure Israel from the ARAB ISRAELI war event, but keep in mind, that's dangerous until NASSER has been played. Stay out of ROMANIA until ROMANIAN ABDICATION. Stay out of Eastern Europe until the disposition of WARSAW PACT (etc. etc.)

6) Watch the Middle East -- The Middle East is like Central and South America for the Soviets, if you get tossed out it can be very hard to get back in. Furthermore, the Middle East has the OPEC event (also applies to Venezuela) which makes it a very lucrative area for VPs. Ananda recommended Israel as a base. That works post-Camp David accords, if Israel is surrounded by friends or if ARAB ISRAELI war is buried. Otherwise, its risky. In my first play in the region, I try to use a 3 OP, and grab Iran (gotta have a battleground), Lebanon -- some protection against ARAB ISRAELI WAR and a cheap non-battleground country and drop 1 in Iraq. Now, control of Iraq alone will cost the Soviets a 3 Op, and the US player can use that one influence to get into places like Saudi Arabia.

7) Play Scoring Cards Early when you are behind -- ALWAYS secure presence in a region if possible. This will greatly mitigate any disaster, but barring that, if you are behind in a region consider playing the scoring card early and concentrating your efforts elsewhere. Ordinarily, if you are playing catch-up, your opponent will notice, and you will probably fall further behind in the region -- or worse, play a lot of ops for the same result you could have gotten without lifting a finger.

8) Play spare ops to set up for MidWar -- Know that a US Early War autovictory is unlikely, so get ready for the mid war. If you can get breathing room of even 1 ops point, use if in Africa, South or Central America. It will definitely reap rewards later.

9) Eschew VP Events Early -- DUCK AND COVER will make you feel better about the score board, but three influence played during the Early War will likely earn you more VPs over the game than the 2/3 VPs from the event. Furthermore, you want to preserve these events for when you are in a position to go for the kill in the Midwar.

10) BOARD POSITION, BOARD POSITION, BOARD POSITION -- the key to victory for either player is forcing your opponent to waste his operations reacting. This is most common with Scoring Cards. If you have laid the ground work in the Early War for a midwar victory by containing the Soviets and spreading a little influence in places you know will be coming up for scoring rounds 4-7, you will be alright.

11) Never Give Up -- I took a US player to -18, only to have him battle me back to a draw in 2 turns. How? Well, I went for cheap points over board position. When I wasn't able to put him away, things swung wildly in his favor in the Late War. Early War was designed to be tough on the US player, you've got to have your eye prize for your mid to late war win.

Hope this helps.

Jason
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Thomas Heaney
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Thanks, Jason! A couple of those were just starting to dawn on me . . .

Here's a question about a certain strategy in use of cards like CIA and Blockade. Say, for example, the Soviet player has CIA, but keeps the card in his hand until round 6; could he play it and reveal only the one remaining card (if there is one)? Could he similarly hold on to Blockade until the last couple of rounds when he feels that the US player has likely run out of "3" cards?
 
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Rick Young
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Thanks Jason, very helpful indeed :-)
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Jason Matthews
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theaney wrote:
Thanks, Jason! A couple of those were just starting to dawn on me . . .

Here's a question about a certain strategy in use of cards like CIA and Blockade. Say, for example, the Soviet player has CIA, but keeps the card in his hand until round 6; could he play it and reveal only the one remaining card (if there is one)? Could he similarly hold on to Blockade until the last couple of rounds when he feels that the US player has likely run out of "3" cards?


Absolutely, to both questions that's sound hand managment.
 
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Jeff DeBoardGamer
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This is very sound advice and I'm can't wait to sit down as the US player again and give it another go!! Thank you, Jason.
 
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Jeff DeBoardGamer
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I sat down last night and played the USSR and just trounced the USA. Taking "Control" of South America in Turn 7 is what won the game for me, but I was dominant or in control in SE Asia, Asia, C. America and Africa for most of the game...still think it is much easier playing the USSR side.... I didn't let my opponent read Jason's strategy comments until after our game as that it how I had to play when he trounced me as the USSR player...it only seemed fair. Unfortunately, he commented just as I had that "this is not even fun" on turn 8 and 9 when he drew nearly all USSR events, just as I had.......too bad....I'm willing to try what Jason advises here to see if it at least balances it out a little, but I just don't ever see the USA running away with an early victory as the USSR can do....some balance problems here no doubt...I'm sure the playtesters just got into a particular style of play that the general public is not sharing and that is what is resulting in this imbalance.....
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Jefferson Delugachecci
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So far I have played 3 games. One we had to pick up because the store was closing, but the other two were US victories. The first was against my wife who is not the strongest gamer, bt she was making some strong plays. The second victory was againsta a seasoned wargamer, but there was a little bit of rules confusion. I am pretty confident that I can put a strong showing up against the USSR. I am hoping to play again Thursday so I will get back to you then.
 
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Chris Shaffer
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JasonMatthews wrote:
1) Hold on to your own High Ops Value events -- Most powerful Soviet events are discarded after use in the Early War. You want to hold your high value events like NATO and potentially even MARSHALL PLAN (depending on the disposition of EUROPEAN SCORING), so that on the reshuffle between rounds 2/3 both players are holding a hand full of blue starred cards.


Note that this doesn't mean hold your own high ops value events, which has a specific game meaning of holding your cards at the end of the turn. Instead, the advice is actually to play your own high ops value events as ops, and not as events, so they will be reshuffled from the discard pile instead of being removed from the game.
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  • Last edited Mon Jan 30, 2006 3:57 am (Total Number of Edits: 1)
  • Posted Mon Jan 30, 2006 3:56 am
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David Chachere
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Thanks for the clarification, Chris. I didn't understand that bit until you commented. I'm struggling a bit with this game, right now, and not too sure I like it. I feel that, in order to have a balanced game, both players have to understand the rules very, very well. Players have to know the cards, and how to finese their flow through the hand and the discard piles. Normally I like a game that's a bit more intuitive, where memorization of the card deck, while useful, is not all-important. However, I might just might not be 'getting it', maybe there is a more or less intuitive play style that can be reached when you really are fluent with the rules.

BTW: Thanks for this great strategy guide. I'll definitely let U.S. players read it before playing.
 
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Jim Scheiderich
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Jason,

The posted PDF file is fine until you get down to the text and then its all scrogged up. I use Acrobat 5.0...

Thought I'd let you know.

Jim
 
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Jeff DeBoardGamer
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OK!! I did it!! Won as the US Player. Thanks for the tips!! They worked, but only barely...The USSR went as far as -15 but then I fought back to +5 for the victory on final scoring....liking this game better now that I've seen the US Player Win and I was that player so even sweeter.

Thx Jason and Anada for a great game and for being so supportive on this site.
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Chadwik
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Thank you, Jason!

While our household has been split about 50/50 in US/Soviet wins, its always nice to see some relevant hints.
 
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Jim Crimmins
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I'm up to 6 or 7 games of TStruggle and I've yet to see the US win. I'm familiar with the strategies above and haven't been able to pull out a US victory yet. I've had 1 game that went back and forth and the US was actually up for a while but lost in final scoring. I've had 2 games where the Soviets hit auto victory by turn 4. It seems like there's a slim margin for things to go 'wrong' for the US. If the Soviets get the Europe Scoring card early, it's tough... It seems like there's just little margin for error on the US side, and if things go right for the Soviets, there's not much you can do. I don't mind an uphill challenge, but it seems like the US needs a little luck or it's really tough. Good Soviet players know the US tactics too...
 
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Charlie Sheppard
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Interesting. I've played about the same number of games, against both experienced and new players. The results have been about 50/50. Definitely the USSR seemed to win a lot when I was new and my opponents were new. As we've gained experience it has evened out; possibly even favoring the US slightly.
 
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Matt L.
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JasonMatthews wrote:
3) Minimize Soviet Infiltration -- Two cards are deadly in the Early War for midwar position. DECOLONIZATION and FIDEL. If you can hold or bury these cards do so. If the Soviets play them, counter coup or realign immediately -- particularly FIDEL. South and Central American can be VERY tough for the Soviets to break into without him. You might be able to keep them a US lake without him, and grab domination in both regions during the MidWar. Its harder to keep the Soviets out of Africa, but without DECOLONIZATION, they will need to make a concerted effort to bust in.


While playing as the US, I've found it very hard to keep the Soviets out of Central and South America. Besides Fidel, I see several other means that allow the Soviets easy access in the Early and Mid War, such as...

- De-stalinization

- Brush War

- Allende

- Junta

- Liberation Theology

- Couping with a 3 or 4 OPS card against a stability 2 country

There are so many ways for the Soviets to get into the so-called "US Lake", it seems their chances of getting established are better than the US's.
 
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  • Last edited Mon Feb 14, 2011 2:39 pm (Total Number of Edits: 2)
  • Posted Mon Mar 12, 2007 4:03 pm
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Philip Thomas
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There are a number of ways of getting the Soviets out of South America (Central America is a lost cause in terms of having no Soviets, though you can still contest it)

Voice of America (especially if you can get it again through SALT)
Brush War (usually better for you than him in this regard as you should control more countries adjacent to targets)
Junta
Couping with a 3 Op or 4 Op card.
Realignment. This can work well against Allende- if you have set yourself up with control of Peru and Argentina you may be able to get rid of Allende when you play the event.

 
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Matt L.
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Philip,

I understand that Junta, Brush War and a few other means work for either superpower, but I find as the US that I'm hard pressed to fit it into my list of things to do. It seems that I'm always responding to the threats initiated by the Soviets... whether in the Americas or in some other theater.

As a side note, I realize that there are ways for the US to respond to Soviet infiltration. I was trying to convey that the list of means for that to happen is more than twice as long as what Jason wrote in his original post.

BTW: I'm just curious. What is that image in your avatar?
 
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Philip Thomas
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Obviously it varies from game to game, but the question of who is responding to whom is one which goes to the heart of winning the game. If you're dancing the bear's tune its not suprising he eats well...

My avatar is a map of part of a fantasy world that I made up to set D&D campaigns in. The world is called Undar, and the region depicted is The Terrantepala. Blue is water, light green farmland, dark green forest, yellow desert, etc. The little red dots are cities. meeple

edit: not that you can see any little red dots at this magnification!
 
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  • Last edited Tue Mar 13, 2007 10:34 pm (Total Number of Edits: 1)
  • Posted Tue Mar 13, 2007 10:33 pm
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Nate Brumet
United States

Kansas
I've played 3 games so far and the US has been hosed each time. I do see that you need some excellent knowledge of the cards to pull off a win. I love the game, I just have to keep my friends interested by letting them be the USSR so they can win. :D I don't mind losing, as long as I'm learning!
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Riku Riekkinen
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JasonMatthews wrote:
In response to a number of requests made here, attached are some principles for sound US play.

1) Hold on to your own High Ops Value events -- Most powerful Soviet events are discarded after use in the Early War. You want to hold your high value events like NATO and potentially even MARSHALL PLAN (depending on the disposition of EUROPEAN SCORING), so that on the reshuffle between rounds 2/3 both players are holding a hand full of blue starred cards.


Never play NATO, Marshall Plan is however a good play as it allows NATO and if played late doesn't give you pontially as much (as USSR can secure countries before that / force you to secure )

JasonMatthews wrote:
2) Consider Playing High Value Soviet Events -- Remember, you can chose whether the event happens BEFORE or AFTER you take your operations. Frequently, you can minimize/eliminate the damage done by a Soviet event by using the cards operations to cover it up. You won't have this same luxury if the USSR plays the event, as you will frequently be short of the necessary operations points to counter.


Yes, all USSR early war * events except De-Staliniazation should be played as events on the turn you get them ( play Vietnam Revolts as a last action )

JasonMatthews wrote:
3) Minimize Soviet Infiltration -- Two cards are deadly in the Early War for midwar position. DECOLONIZATION and FIDEL. If you can hold or bury these cards do so. If the Soviets play them, counter coup or realign immediately -- particularly FIDEL. South and Central American can be VERY tough for the Soviets to break into without him. You might be able to keep them a US lake without him, and grab domination in both regions during the MidWar. Its harder to keep the Soviets out of Africa, but without DECOLONIZATION, they will need to make a concerted effort to bust in.


Two cards are deadly in the Early War for midwar position. DECOLONIZATION and DE-STALINIZATION. You have enough time to realign Cuba.

JasonMatthews wrote:
4) Use turn 3 to drop valuable Soviet events on Space Race -- If you wait until turn 3 to drop big events into the space race (like Fidel or DECOLONIZATION) they are going to be out until the Midwar reshuffle -- that's all but dead.


Use Turn 4, if possible. In many expert games I've played USA plays even UN-Intervention just to hold DECOLONIZATION or DE-STALINIZATION until turn 4.

JasonMatthews wrote:
5) Keep Note of Event Impacts on Influece -- You want to secure Israel from the ARAB ISRAELI war event, but keep in mind, that's dangerous until NASSER has been played. Stay out of ROMANIA until ROMANIAN ABDICATION. Stay out of Eastern Europe until the disposition of WARSAW PACT (etc. etc.)


Go to Egypt with 2IPs, as Nasser only halves them ( you stil have 1IP ). Go to eastern Europe with 4-5IPs as WARSAW PACT gives USSR 5IPs in the other way also.

JasonMatthews wrote:
6) Watch the Middle East -- The Middle East is like Central and South America for the Soviets, if you get tossed out it can be very hard to get back in. Furthermore, the Middle East has the OPEC event (also applies to Venezuela) which makes it a very lucrative area for VPs. Ananda recommended Israel as a base. That works post-Camp David accords, if Israel is surrounded by friends or if ARAB ISRAELI war is buried. Otherwise, its risky. In my first play in the region, I try to use a 3 OP, and grab Iran (gotta have a battleground), Lebanon -- some protection against ARAB ISRAELI WAR and a cheap non-battleground country and drop 1 in Iraq. Now, control of Iraq alone will cost the Soviets a 3 Op, and the US player can use that one influence to get into places like Saudi Arabia.


3OPs -> 2 into Egypt, 1 into Lebanon. Gives yje greatest protection against ARAB ISRAELI war and gives you a luractive Libya access.

JasonMatthews wrote:
7) Play Scoring Cards Early when you are behind -- ALWAYS secure presence in a region if possible. This will greatly mitigate any disaster, but barring that, if you are behind in a region consider playing the scoring card early and concentrating your efforts elsewhere. Ordinarily, if you are playing catch-up, your opponent will notice, and you will probably fall further behind in the region -- or worse, play a lot of ops for the same result you could have gotten without lifting a finger.


Yes

JasonMatthews wrote:
8) Play spare ops to set up for MidWar -- Know that a US Early War autovictory is unlikely, so get ready for the mid war. If you can get breathing room of even 1 ops point, use if in Africa, South or Central America. It will definitely reap rewards later.


Definately yes. USA has good access to Mexico, Colombia and African BGs. Use it.

JasonMatthews wrote:
9) Eschew VP Events Early -- DUCK AND COVER will make you feel better about the score board, but three influence played during the Early War will likely earn you more VPs over the game than the 2/3 VPs from the event. Furthermore, you want to preserve these events for when you are in a position to go for the kill in the Midwar.


Yes, DUCK AND COVER is rarely a good event play in early war even it seems so at first.

JasonMatthews wrote:
10) BOARD POSITION, BOARD POSITION, BOARD POSITION -- the key to victory for either player is forcing your opponent to waste his operations reacting. This is most common with Scoring Cards. If you have laid the ground work in the Early War for a midwar victory by containing the Soviets and spreading a little influence in places you know will be coming up for scoring rounds 4-7, you will be alright.


Yes

JasonMatthews wrote:
11) Never Give Up -- I took a US player to -18, only to have him battle me back to a draw in 2 turns. How? Well, I went for cheap points over board position. When I wasn't able to put him away, things swung wildly in his favor in the Late War. Early War was designed to be tough on the US player, you've got to have your eye prize for your mid to late war win.


Yes... started as critical, but the late advice are golden I think--- I turned to yes-yes man... rare for me
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Edward
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Quote:
JasonMatthews wrote:
4) Use turn 3 to drop valuable Soviet events on Space Race -- If you wait until turn 3 to drop big events into the space race (like Fidel or DECOLONIZATION) they are going to be out until the Midwar reshuffle -- that's all but dead.


Use Turn 4, if possible. In many expert games I've played USA plays even UN-Intervention just to hold DECOLONIZATION or DE-STALINIZATION until turn 4.

Why Turn 4? What's the difference? They both get into the same discard deck to be shuffled on Turn 7.

Quote:
JasonMatthews wrote:
5) Keep Note of Event Impacts on Influece -- You want to secure Israel from the ARAB ISRAELI war event, but keep in mind, that's dangerous until NASSER has been played. Stay out of ROMANIA until ROMANIAN ABDICATION. Stay out of Eastern Europe until the disposition of WARSAW PACT (etc. etc.)


Go to Egypt with 2IPs, as Nasser only halves them ( you stil have 1IP ). Go to eastern Europe with 4-5IPs as WARSAW PACT gives USSR 5IPs in the other way also.

Um, Warsaw Pact also allows the USSR to eliminate all USA influence in Eastern Europe ...

And there's no point to invest so much into Egypt when Sadat Expels Soviets will get it back for you anyway. Play into Egypt just to lock up Libya, and accept that you won't hang onto Egypt once Nasser comes out.
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Riku Riekkinen
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theory wrote:
Quote:
JasonMatthews wrote:
4) Use turn 3 to drop valuable Soviet events on Space Race -- If you wait until turn 3 to drop big events into the space race (like Fidel or DECOLONIZATION) they are going to be out until the Midwar reshuffle -- that's all but dead.


Use Turn 4, if possible. In many expert games I've played USA plays even UN-Intervention just to hold DECOLONIZATION or DE-STALINIZATION until turn 4.

Why Turn 4? What's the difference? They both get into the same discard deck to be shuffled on Turn 7.


Thank you very much. Didn't know that.

theory wrote:
Quote:
JasonMatthews wrote:
5) Keep Note of Event Impacts on Influece -- You want to secure Israel from the ARAB ISRAELI war event, but keep in mind, that's dangerous until NASSER has been played. Stay out of ROMANIA until ROMANIAN ABDICATION. Stay out of Eastern Europe until the disposition of WARSAW PACT (etc. etc.)


Go to Egypt with 2IPs, as Nasser only halves them ( you stil have 1IP ). Go to eastern Europe with 4-5IPs as WARSAW PACT gives USSR 5IPs in the other way also.

Um, Warsaw Pact also allows the USSR to eliminate all USA influence in Eastern Europe ...

And there's no point to invest so much into Egypt when Sadat Expels Soviets will get it back for you anyway. Play into Egypt just to lock up Libya, and accept that you won't hang onto Egypt once Nasser comes out.


Point to invest 2IPs into Egypt:
1. You get a BG for a while
2. You get access to Libya
3. If Nasser is played you still have 1IP in Egypt => USSR has to invest at least 1IP to control Egypt (witch is lost in Sadat)
4. You get a short while protection against ARAB ISRAELI WAR

Point to go to eastern Europe before Warsaw Pact is simple:
USSR has a choice to place 5IPs or eliminate all USA IPs... so as long you don't invest too much USSR is going to choose 5IPs (or effectively lose IPs)
 
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Edward
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Your Egypt analysis is pretty convincing. Maybe I'll start playing in there.

Riku Riekkinen wrote:
Point to go to eastern Europe before Warsaw Pact is simple:
USSR has a choice to place 5IPs or eliminate all USA IPs... so as long you don't invest too much USSR is going to choose 5IPs (or effectively lose IPs)

I'm not sure this is true. It depends on where you're investing. Keep in mind also that Warsaw Pact limits the placement of IP's; you can't use all 5 in a single country.

So for example, if Poland was 4/1 in favor of the USA (after the Pope, maybe), I think the USSR would prefer eliminating USA influence instead of boosting it to 4/3. Even better, the USA no longer has access to Poland until Tear Down This Wall/Solidarity.
 
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  • Last edited Thu Jun 17, 2010 4:09 pm (Total Number of Edits: 1)
  • Posted Thu Jun 17, 2010 4:08 pm
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Riku Riekkinen
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theory wrote:

Riku Riekkinen wrote:
Point to go to eastern Europe before Warsaw Pact is simple:
USSR has a choice to place 5IPs or eliminate all USA IPs... so as long you don't invest too much USSR is going to choose 5IPs (or effectively lose IPs)

I'm not sure this is true. It depends on where you're investing. Keep in mind also that Warsaw Pact limits the placement of IP's; you can't use all 5 in a single country.

So for example, if Poland was 4/1 in favor of the USA (after the Pope, maybe), I think the USSR would prefer eliminating USA influence instead of boosting it to 4/3. Even better, the USA no longer has access to Poland until Tear Down This Wall/Solidarity.


Yes 5 is way too much, but a couple of IPs in right place might do the trick.
 
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Basar Cenik
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1. Always look for ways to gain 2 MilOps each turn. Soviet can always coup a battleground and move DEFCON to 2 as their first action. If you are 2 MilOps short every turn, you cannot win.
1.1. If they do something else for any reason, your first action must a coup in a battleground.
1.2. Feel free to add influence in non-battlegrounds in unrestricted regions. Colombia and Botswana are probably the best. If Soviet coups, you counter-coup to get your required MilOps.
1.3. Always consider playing Indo-Pak war or Brush war for the event.
1.4. Use your last action to to place influence in a Soviet controlled battleground to break control. Now Soviet can either add influence there or do their usual coup as their first action next turn.

2. In MidWar, try to play a 2-3 Ops Soviet card on the space race every turn if you can. Also consider playing the captured Nazi scientist for the event. Being ahead on the space race + Star Wars can be decisive in late war.
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