FREQUENTLY ASKED QUESTIONS
CAN I STOP THE WAR IN THIS GAMe? OR NOT CAUSE WAR? CAN I MAKE PEACE?
I decided to make this game escalate to a final war. You cannot stop war and the only control you have is to manipulate other nations to your side. Once they join an alliance that's it they won't change. The 4 factions will all join the war at some point and the alliances may change sides if one power gets too strong. You can only influence countries not alliances. however, you can kick a country out of your alliance. You cannot make peace.
Can you fix the US? Whenever I have them as an ally they have not once moved their troops.
I found that with the USA, they spend too much time building up their forces, because the US is so big and they start with an inadequate army they need to spend a lot of time and money just to build up their army and airforce. The US fleets are adequate but busy trying to control the seas in the Pacific and Atlantic. The US also needs to spend about half of its money on the fleet so if you are expecting the US army to help you in Europe you will be waiting a long time. I am sure if you were the USA and your French ally was asking for help, you priority would be securing up your own backyard and possible looking to expand your control in the seas. Even if you fought your way to Europe you would not have much of an army to land there. The USA starts as more of a fleet nation, like the UK and not suited for a large ground war. But they are well protected by their fleets.
When one army of 15 divisions attacks alone it can be terribly outnumbered, which is auto failure with high cost.
It's Ok, I have designed the game so the attacker is not at a disadvantage by attacking multiple enemies. Your attacking unit will not get attacked by every defending unit at once, only one defending unit will face the attacker at a time. After the two units finish meleeing, the routed loser cannot fight again in this battle. If the attacker lose's he must retreat. If the defender loses, he is routed and awaits out the battle. If the attacker win's he then faces the next defending unit. Tank armies are better at this as they can take more punishment and can take out multiple defenders before retreating. if there is no more un-routed defending units left to challenge the attacking unit the attacker then may attack the garrison. The garrison works much the same as other units except it can hold more troops but suffers more casuallties when retreating. When the land is captured, all defending hostile units have to flee. Note, extra casualties are inflicted when the defenders are forced to retreat.
After a battle, you should keep track of the morale and disruption of your units, as these effects may last a couple of turns. A low morale will make units retreat sooner, and disruption effects weakens their attack and defence capability. If you are attacking with a unit that is at full strength but is very tired (ie, high disruption, low morale) the army will take heavier casualties, and the same goes with the defender. That is why bombardments and air raids are very effective on large/multiple defenders it will damage all of them and adds disruption. When you are attacking a land full of shaken unit's the results are much better. You should alway look through the defenders units to see their strength, morale and disruption levels. Always look for disrupted units to attack, they break easily and take lots of casualties. Actually the most defended land can also be the best place to attack, if you have the available resources. There is nothing more satisfying than attacking a land with 5-6 already weakened units that have lower morale/disruption, hitting them with air and artillery, then going in with a fresh tank army is very satisfing, just watch the enemy disintergrate. Also, remember to let your units rest when possible. Good luck.
how do i decrease wary for alliances?
Hi, You will need to pay them to become friends. It's expensive, so pick someone who is close to you. You need to check how friendly they are to the other alliances, because even though you pay them to become friends you don't want them joining another alliance on the next turn. When you make them fiends this will move their friendship rating to 7. They still won't join your alliance until their friendship rate hits 10. All nations randomly keep moving up until they join one alliance. You can wait or pay again to make the alliance stick. I will not spend any money on anyone unless I can afford to move them all the way to level 10 to make the alliance.
What do I use credits for??
Hi, You can convert credits into money at anytime during the game. This converted money gets added into your treasury to use on anything in the game. To convert credits first tap on the bottom pane that shows you nations income and treasury(tap in the middle of this pane), then a page will open up showing your nations summary, then scroll through until you see the 'The Market’ page, here is where you convert you credits. You can buy more credits from the opening page when you start the game.
Great game. Is fortress america even possible?
Yes, I have played it a few times on MED and won. You just have to play defensively. OK, I moved all my fleet from the Pacific around to the Atlanic to help attack the German fleets, I still lost the sea war but the German fleet was from then on very weak and I could keep them away with my air defence. Keep wearing down the German fleet with constant air attacks and pull back your navies and draw in the German navies then hit them with your air power. Do not move into the Atlantic as it will attract the reserve German fleets in the Baltic. On the first turn I attacked the German fleet with everything I had, it will slow their invasion for a few turns and gives you breathing space to fight the Japanese. Some Japan fleets actually followed my fleet around but I managed to destroy them too. In the mean time, try to keep a good defence to limit the amount of opportunities for invading armies to land. The only way you will win is by encircling and destroying any invading armies that land, do this even if it weaks your defences. You will be amazed at how costly it is to the invaders when they lose armies in that way. By turn 10 the attacks will slow and you should still own nearly all your land. To get to Alaska I lured the Japanese armies into a trap and cut them off and then destroy them. Keep doing this until they run out of their armies. The Axis’s income is twice your income but don’t let that dishearten you, so long as you are destroying their armies then their extra income is quickly annulled. The cost to replace an army is roughly equal to their entire income each turn. Do not lose any armies yourself. Join smaller armies together because they are stronger when at full strength. Its better to have one strong army than 2 half strengthen armies defending a land. There is also no point in having 7 Divs in a garrison and an army of 7 Divs, join them together into either an 14 Div Army or 14 Div garrison. Good luck.
I downloaded WaW2 to my iMac a couple of days ago. At first it ran fine, and then CRASHED.
For the MacOS version. The game can only run reliably on versions from Mac OS 11+ (Big Sur) and above.