Caribbean crisis: Game Walkthrough and Guide

You are not yet tired of the word “Blitzkrieg”? But the additions to this game or the game, using her engine, come out almost once a month. And continue to go out, trying to please us with new or old wars, forgotten battles, resurrected tanks. With such fertility, it’s time to try to at least stand out from a common pretty gray mass. The creators of the “Caribbean crisis” risked first and, I assure you, guess. It seems to be a “trick” quite old, something similar was used sometime in the War Inc. But it works, because there is no longer anything like that. And just a thing – to offer a player to choose on a map of the place where it will fight. Unfortunately, the game has an indisputable dignity, which by virtue of the circumstances turned into a lack, it is impossible to play “Quickly” into it, as a result of which your humble servant managed to study only the closest side of the conflict, that is, Russian. However, in the next room, you are waiting for everything that did not have time to enter this. For this spring in the desert “Blitzkrigs” to miss in no case.
Real Strategy
So, the title now turns out not for beautiful pursuit, but for managing troops. Here with this and let’s start. A simple major, which we start to play, has the right to just 11 units of equipment under their command. Lieutenant-General raises this bar to 40. However, it goes far away. Each unit of technology costs one unit of command rating. All these combat vehicles can be combined into the divisions. And as with infantry and artillery? But this will be issued right on the mission. As much as you think right. And just what relies. Want a powerful Gaubitsa? Relax – inventual only 2 anti-tank guns. That is, we manage only with your mobile tank groups, and everything else is too small to submit to us directly.
But what we should have – worth the money. Not ordinary money, literally of this word. Not even bottle caps that are considered conventional currency after a nuclear war. Any tank needs spare parts (s), ammunition (b) and grieving (d), here we will buy it for them. That’s right, right, and then you will arrange a Prokhorovka every day – come on to you tanks! Be savvy – and sau will reach you. Moreover, you should not happily buy on all the most heavy tanks. Tanks in battle require all the same fuel and ammunition, and it does not prevent them from. So the mission is also required to allocate some number of applications. And if you win, the remains will be returned, and with the loss, everything will take. Yes, and when moving on the map, fuel does not forget to evaporate. Where then take all this wealth?
Meanwhile, there are several types of objects on the map – warehouses, industrial enterprises, airfields and radars. Each of the three types of warehouses stores one of the types of resources. In the warehouse, almost the entire stock is stored, but still not all: a very small amount always remains, even if all the warehouses are lost. There is not enough to buy a tank battalion, but for the supply of Raid Retribution – quite. Nevertheless, the seizure of one of the types of warehouses is the most simple tactic, cutting the enemy the ability to recruit a new technique. Therefore, the enemy will only ride that he already has. As practice shows, the number of guns and infantry on missions is reduced. Well, by itself, the captured immediately replenish the reserves on your own warehouses.
If the warehouses of one species are somewhat, the resources that relying them share strictly equally between them.
To create something on the warehouses, we need producing enterprises. This is a factory of spare parts, an oil refining plant and an oil-producing tower. All of them produce a resource for the course. The tower differs from the factory only by developing more fuel. As you noticed – there is no ammunition plant among producing enterprises. And this means that the loss of an opponent’s warehouse of ammunition is most of all will affect its defense capability.
Radars – the thing is extremely useful. In the field of their view (and each radar has a radius in which he sees the enemy) you can see all the movements of opponents. So capturing the plants is useful, but it is even more useful to start with the radar – then the enemy will not be able to go to the rear and capture everything he wants.
Airfields are also a very useful thing. Have their own radius of action in which aviation based on airfields can support your air troops. That is, directly during the battle you can cause support from any aircraft that only exist at the nearest airport. And, accordingly, if there is no airfield nearby – you will have to limit ourselves to ground forces. In addition, it is completely true) – only aircraft based on a specific aerodrome can support troops. And for this you need to transfer them on time to the right airfield. Naturally, airfields should come into contact with their radius, otherwise the plane and will not think to move to a new parking place.
This is interesting: Pink triangles under some objects – icons of places where reinforcement will come. Loss of such a place fraught by defeat.
As a result, we have several objects, tanks (which they themselves have purchased) and intelligence aircraft. All other aviation arrives at the mission itself. Well, the tanks are free to divide how you wish. Want – there will be one armored brigade. Do not want – there will be several mobile units, each of which will independently work out its sector. The main thing is not too crushing strength, and then every point on the map is a separate mission (although not the story). And the plot missions are marked separately – they will not confuse them with anything.
Nevertheless, it is never worth a hurry to finish plot missions and go to the next card – you will carry out not only all the reserves for the current map, but also you will guide the entire accumulated technique. And it, meanwhile, may not only be stupid newcomers, but also, as experience gained, consistently passes the stage of a fighter, an experienced fighter and veteran. True, in order to get the last skip, the tank should receive 3000 points of experience, which is very difficult (especially because there are really valuable tanks at first you will not give you). But the crews hardened in battles further see and better shoot, which makes the veteran IC-3 more preferable choice than new T-10m.
Technique to choose from
So, we are offered to recruit the army of tanks, sau and aviation. Everything else will be provided to us free, but the number will define themselves. And if the Battery of Gaubitz will be considered unnecessary to the mission – you will not get it. From here – at least infantry for us and free, but the technique is worth picking up with the mind. So, the tank company would have to include not only tanks, but at least one mobile anti-aircraft installation. Well, if you in the detachment turned out to be a Battery of Gaubitz – he will most likely cope with any problems.
Infantry
Contrary to expectations, free infantry – by no means cannon meat. If only because it usually has grenadeometers. These are not the guys who throw grenades, but those pests that go with anti-tank grenade launchers. The only “but” – alone infantry can not. How can nothing and tanks. They must complement each other. So, a grenadeometer is usually completely not afraid of a heavy tank, if trying to pierce it in the forehead. But the board is usually extremely weak. So the soldier sitting in the house can wait until the enemy tank is distracted, and then put him in the charge. If you defend something – be sure to place the infantry at home. If, on the contrary, storm – let the infantry in front of the tanks. She and enemy shooters will reveal (and will not give tanks to spend expensive shells on them), and granaters will not give his cunning blow. In general, here you will not have a huge crowd of infantry, so you have to act very rationally.
Tanks
See Table number 1.
Tanks – the main combat unit. It is they who won the battles here. And despite the element of fiction, the tanks are as close as possible to the real prototypes. So learn who can and use it in battle.
Heavy Tank IP-3. Most popular at first tank. It’s hard to measure, well solves all the problems due to heavy armor and a powerful machine gun, due to which it feels quite well in your troops. The disadvantages are two – a small number of shells and extreme voraciousness in terms of fuel. Because of which it works as a breakthrough tank – break through the border of defense, after which we begin to restore their reserves. It is not recommended to brush the card – to wait. At the end of the game – only for defense of important fortified areas.
Middle Tank T-34-85. Medium tank support at the beginning of the game. Just for stripping the territory free from enemy tanks and guns. Quickly run somewhere and grab with a light enemy technique – task just for him.
Middle Tank T-44. Replacement for 34, superior to it in all respects. Immediately changes it on the site of the main tank of the army. But he himself quickly comes out of use – immediately after the appearance of the tanks of the 50 series.
The main combat tank T-54a. Cheap version 55 models, actually upgraded 44. And since they appear at the same time, I do not recommend spending your resources on it – better buy 55. Also, he has a stabilizer of the tip only in a horizontal plane, which reduces its utility to zero, it only faster from a stationary position (all previous tanks can shoot only standing on the spot).
The main combat tank T-55. SuperTank! First, it has a two-plane stabilizer, which gives him the opportunity to shoot on the go. Secondly, this is the first hermetic tank, which makes it possible to fight on it even in places with radioactive infection. Third, he has a big stock of shells and fuel. What else you need?
Basic Tank T-62. It differs from 55 models mainly by the fact that it appeared the charging machine, which speeds up a slightly shooting. In addition, a smooth-born gun appears on it, the power of which is much higher than that of the row. All other innovations are already known to you.
Experimental Heavy Tank Object 279. This machine will be available only to those who play in the “Caribbean crisis” on the mobile phone will receive a secret code to the game. But tank, I will tell you, very and very worthy.
Floating Tank PT-76. Knows how to swim through the rivers, which gives freedom of maneuver and eliminates problems if we yourself have taken bridges on the map (and the river here is an incurred number). However, it pays for “cardboard armor” and can only fight normally with enemy infantry. Well, or with tanks, which will go to the rear. It has antoocatomic protection.
Heavy Tank T-10m. Further development of ISOs. Differs from them only by the fact that more powerful front armor and gun. And even will be sauker. Therefore, we go to the forehead to the fortifications and cover it from the sides of less protected tanks. Of course – no cities. There it will be put at the moment. But we get it late, and on the background of “advanced” medium tanks, it looks pale.
Table number 1.
Tanks
Name | Price | Armor | Damage | Bronverta | Location of travel |
Heavy Tank IP-3 | 32564B, 46000g, 11500zch | 218/182/156/44 | 190 | 143 | 2 |
Middle Tank T-34-85 | 24910b, 32000g, 6200s | 107/94/94/20 | 130 | 117 | 3 |
The main combat tank T-54a | 27048B, 36500g, 6200s | 206/103/77/54 | 153 | 155 | 3 |
Basic Tank T-62 | 35220b, 50000g, 6200s | 240/125/73/64 | 172 | 210 | 3 |
Experimental Heavy Tank Object 279 | – | 350/313/193/185 | 200 | 150 | 3 |
Floating Tank PT-76 | 13360b, 14400g, 5000z | 32/17/34/11 | 99 | 78 | 3 |
Heavy Tank T-10m | 35580b, 50000g, 11500s | 304/106/93/46 | 180 | 180 | 3 |
Middle Tank T-44 | 25244B, 31800g, 6200s | 188/88/61/13 | 130 | 117 | 3 |
The main combat tank T-55 | 37546B, 36500g, 6200s | 228/121/55/62 | 153 | 185 | 3 |
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