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RE: AI for MWiF - USA - 1/14/2013 1:52:20 AM   
Extraneous

 

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24.4.7 The Global war: Sep/Oct 1939 ~ Jul/Aug 1945

Could someone tell me which is correct?

quote:

ORIGINAL: WiFFE-RAW-7.0

Construction pool
WiF Naval
BB ~ Wyoming

("SiF CLiF & CoiF Naval")
CVL ~ Langley


Or

quote:


Construction pool
Carrier ~ Hornet
Light Carrier ~ Langley
Battleship ~ Wyoming
1x ASW
3x AMPH
10x TRS



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Post #: 241
RE: AI for MWiF - USA - 1/14/2013 7:23:15 AM   
paulderynck


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The second one looks really wrong.

< Message edited by paulderynck -- 1/14/2013 7:24:36 AM >


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RE: AI for MWiF - USA - 1/14/2013 12:25:19 PM   
Extraneous

 

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It did to me too

So I re-read the rule I was interested in after your post.


quote:

4.2 Reinforcements

The production circle has 6 slices, one for each turn in a year. In this stage of the turn, your units and markers in the current turn’s slice arrive as reinforcements. If they are face-down naval units, place them in the Contruction pool. Place all other units and markers on the map.

The side with the initiative from last turn places its reinforcements first.

Where do reinforcements go?

Set aside your reinforcing offensive chits for later use.

Put your face-down naval units into the construction pool. Put all your other reinforcements on the map.




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(in reply to paulderynck)
Post #: 243
RE: AI for MWiF - USA - 1/14/2013 1:28:01 PM   
Extraneous

 

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24.4.7 The Global war: Sep/Oct 1939 ~ Jul/Aug 1945

Scrap units (Units can be scraped if date is 1935 or less)
FTR 2 ~ P-26 Peashooter (1933)
CVP (light blue) ~ 2x F3F (1933), 1x BF2C Goshawk (1932), 2x SBC-4 Helldiver (1935)

You have more and better aircraft than these to build at the same cost. So there is no need to keep these in your force pools.

In 1940, four of the 1939 CVP (yellow) change to CVP (light blue).


US east coast (Note 1 & 3)
Carriers ~ Ranger
Battleships/Battlecruisers ~ Arkansas, Texas, and New York
Heavy Cruisers ~ Indianapolis, Louisville, Pensacola, Quincy, San Francisco, Tuscaloosa, Vincennes, and Wichita
Light Cruisers ~ Cincinnati, Concord, Memphis, Milwaukee, Philadelphia, Savannah, and Trenton
1x INF division

US west coast (Note 2 & 4)
Carriers ~ Enterprise, Lexington, Yorktown
Battleships/Battlecruisers ~ Arizona, California, Idaho, Mississippi, Nevada, New Mexico, Oklahoma, Pennsylvania, Tennessee, and West Virginia
Heavy Cruisers ~ Astoria, Augusta, Chester, Chicago, Minneapolis, New Orleans, Northampton, Portland, and Salt Lake City
Light Cruisers ~ Boise, Brooklyn, Detroit, Honolulu, Marblehead, Nashville, Omaha, Phoenix, Raleigh, and Richmond

USA
Nimitz (HQ-I)
4x TRS
3x FTR 2: from the available 2x P-35, 2x P-36A Mohawk, 1x F2A Buffalo, 1x P-40 Tomahawk, and 1x P-40C Tomahawk.
2x LND 3: from the available 1x B-18 Bolo, 1x B-18A Bolo, 1x A-20A Boston I, 1x A-22 Maryland, and 1x B-17B Flying Fortress.
1x NAV 3 A-29 Hudson
2x NAV 2: from the available 1x PBY1 Catalina, 1x TBD Devastator, 1x PBY5 Catalina, and 1x A-24 Dauntless.
7x CVP from the Yellow or Blue CVP:
From the available Yellow CVP: 2x F4F-3 Wildcat, 4x TBD Devastator, 2x SBC-4 Helldiver.
From the available Blue CVP: 2x F4F-3 Wildcat, 2x F4F-4 Wildcat, 2x SBD-1 Dauntless, 2x TBD Devastator, 4x SBD-3 Dauntless, and 2x SBD-4 Dauntless.
4x Pilots
2x Guns: from the available 1x 90mm AAA, 1x 40mm AA, and 1x 105mm Artillery.
3x Sub
12x CP/Tankers
1x Eng
3x Saved Oil resources

Honolulu
15 CP/Tankers

Manila
Macarthur (HQ-I)

Repair pool
Carriers ~ Saratoga (2 BP)
Battleships/Battlecruisers ~ Maryland (2 BP) and Colorado (2 BP)

Nov/Dec 1939
Heavy Cruisers ~ Houston
Light Cruisers ~ Helena and St Louis
Sub [fd] (1 BP)

Mar/Apr 1940
Carriers ~ Wasp
1x CVP
1x CP

May/Jun 1940
Battleships/Battlecruisers ~ Washington [fd] (4 BP) and North Carolina [fd] (4 BP)

Construction pool
Light Carriers ~ Langley (2+2 BP 6 turns)
Battleships/Battlecruisers ~ Wyoming (2+3 BP 6 turns)

Force Pools
Ships
Carriers ~ Hornet (2+3 BP 6 turns)
1x ASW (1+2 BP 2 turns)
2x AMPH (3+3 BP 4 turns), 1x AMPH (3+4 BP 4 turns)
1x TRS (2+2 BP 3 turns), 8x TRS (2+3 BP 3 turns), 5x TRS (2+4 BP 3 turns)
CP's (1 BP 4 turns) (counts a half a ship)
Tanker's (1 BP 5 turns) (count as half a ship)

Submarines
5x Sub (1+1 BP 3 turns)

Aircraft
ATR ~ 2x C-47 Skytrain (3 BP)
FTR 2 ~ 2x P-35 (2 BP), 2x P-36A Mohawk (2 BP), 1x F2A Buffalo (2 BP), 1x P-40 Tomahawk (2 BP), 1x P-40C Tomahawk (2 BP)
LND 3 ~ 1x B-18 Bolo (5 BP), 1x B-18A Bolo (5 BP), 1x A-20A Boston I (5 BP), 1x A-22 Maryland (5 BP), 1x B-17B Flying Fortress (6 BP)
NAV 2 ~ 1x PBY1 Catalina (3 BP), 1x TBD Devastator (2 BP), 1x PBY5 Catalina (3 BP), 1x A-24 Dauntless (2 BP)
NAV 3 ~ 2x A-29 Hudson (3 BP)
CVP (yellow) ~ 2x F4F-3 Wildcat (3 BP 4 turns), 4x TBD Devastator (3 BP 4 turns), 2x SBC-4 Helldiver (3 BP 4 turns)
CVP (blue) ~ 2x F4F-3 Wildcat (3 BP 4 turns), 2x F4F-4 Wildcat (3 BP 4 turns), 2x SBD-1 Dauntless (3 BP 4 turns), 2x TBD Devastator (3 BP 4 turns), 4x SBD-3 Dauntless (3 BP 4 turns), 2x SBD-4 Dauntless (3 BP 4 turns)

Armor
2x ARM (6 BP 3 turns), 3x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns)

Infantry
5x MOT (4 BP 3 turns), 5x INF (3 BP 2 turns), 1x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turn)
1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns)

Artillery
1x Gun (1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns))

Supply
1x SUPP (3 BP)

Forts
1-hex side fort (2 BP), 2-hex side fort (4 BP), 3-hex side fort (5 BP)

Pilots
1x Pilot (2 BP)


< Message edited by Extraneous -- 1/14/2013 1:33:51 PM >


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Post #: 244
RE: AI for MWiF - USA - 1/14/2013 5:04:16 PM   
paulderynck


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Again I recommend keeping all scrapable CVPs unless they have no A2S factor. The US does not have an issue with CV capacity like the CW, but they do allow more flexibility as to when to build and place your CVPs and any of the zero-cost ones can be avoided for future builds until that handy moment they are needed to maintain aircraft gearing. (I did not look at the factors of the ones you listed.)

Also the US has lots of 5-capacity CVs later on and very few 5-size CVPs beyond their first year of availability (which they'll spend mostly on the production spiral even if built that year). So if you play with the option of having 2 CVPS on a CV, they are very nice to have around as lead bombers in A2A combat so they can absorb DAs and DXs and leave the good planes in the combat that much longer.



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Post #: 245
RE: AI for MWiF - USA - 1/14/2013 5:47:57 PM   
Extraneous

 

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Here are some of the major rules in regards to Neutral major powers.

quote:

ORIGINAL: WiFFE-RAW-7.0
4.1.2 Special additions
Neutral major powers can’t have MIL units. When you go to war, add your MIL units to your force pools. Reserve MIL units would be placed on the map instead (see 9.6 Calling out the reserves).

If at the end of any peace step your major power is neutral, remove its MIL units from the game until you are next at war with a major power (see 13.7.3 Mutual peace).

Option 67: Some units have a city name on their back rather than an availability date (see city based volunteers, 22.4.8 City based volunteers (AfA, AiF, LiF& PoliF option 67)).


10.1 Action types If you are a neutral major power, you must choose either a pass or a combined action.


11.4.1 Definition of ‘naval move’
If the moving units belong to a neutral major power, each unit you move (not each task force) counts as 1 naval move.


Not used if using 22.4.11 Synthetic oil plants (AfA option 14): 13.5.1 Oil (AfA option 48) Neutral major powers can only save one oil per turn (in addition to their previously saved oil).


13.6.1 Resources
Transporting resources by sea
Neutral major powers can only contribute to convoy chains with other major powers if the rules specifically allow it (see 5.1 Trade agreements ~ Japan-USA and 13.3.2 US entry options, option 9 Resources to China). Neutral major powers’ convoys can not transport resources or build points to other major powers unless the rules specifically allow it (see 5.1.1 Japan-USA, 13.3.2, options: 9 Resources to China, 15 Resources to western Allies, 17 Lend lease to China, 19 Resources to USSR, 27 Lend lease to western Allies, and 30 Lend lease to USSR).

Neutral major powers may not build ahead (exception see 13.3.2 US entry options: US Entry: Option 46 US may advance build units).


13.6.5 Building units
Neutral major powers may not build ahead (exception: US Entry see 13.3.2 US entry options: Option 46 US may advance build units).

13.6.6 Gearing limits
Exceptions
On the first turn of any scenario or campaign there are no gearing limits.

Neutral major powers are not subject to gearing limits on the turn that a major power declares war on it.


16. Offensive chits (option 61) Neutral major powers cannot use an offensive chit.


18.1 Who can co-operate
Units controlled by a neutral major power don’t co-operate with units from, or controlled by, another major power.


22.4.11 Synthetic oil plants (AfA option 14). Each oil marker you place on the map costs 1 build point. It is free to increase the value of the marker (up to their maximum value of 4 oil). Please note that this means it is in your interest not to use up that last barrel of oil in a particular hex if there is any other source of supply. Neutral major powers (like all others) may now save any number of oil per turn.





< Message edited by Extraneous -- 1/14/2013 5:53:03 PM >


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Post #: 246
RE: AI for MWiF - USA - 1/15/2013 12:37:58 PM   
Extraneous

 

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Do I have this right

quote:

ORIGINAL: WiFFE-RAW-7.0
13.6.3 Production multiples
Each major power has an initial production multiple. These rise progressively during the game. Essentially, this reflects an increasing national industrial output and an increasing share of that output being devoted to military uses. Production multiples are listed on the Production Multiples Chart.

(a) +0.25 if enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn;
(b) +0.25 while an in-supply enemy land unit is in your home country (not Siberia, and only UK counts for the CW).
(c) +0.25 ~ US entry opt. 22; +0.25 ~ US entry opt. 34; +0.25 ~ war; +0.25 ~ total war; +0.25 each 6 turns after US entry opt. 34.
(d) +0.25 from 1942 onwards if Minsk or Kiev are Russian controlled.
(e) +0.25 from 1943 onwards if Leningrad, Moscow and Stalingrad are Russian controlled.

Increase a major power’s production multiple by 0.25 if there is an in supply enemy unit in the major power¹s current home country (an unconquered UK only in the case of the Commonwealth and not Siberia in the case of the USSR).

Increase a major power’s production multiple by 0.25 if an enemy unit took part during the turn in a land attack (not overrun) against any friendly land unit (including partisans and notional units) in the major power¹s current home country (an unconquered UK only in the case of the Commonwealth and not Siberia in the case of the USSR).

Increase the USA’s production multiple:
By 0.25 when the US chooses entry option 22 Gear up production.
By 0.25 when the US chooses entry option 34 Pass War Appropriations Bill.
By 0.25 when the US is at war with any Axis major power.
By 0.25 when the US is at war with every Axis major power that has not yet been completely conquered.
By 0.25 on the anniversary (i.e. after every 6 turns) of the turn the US selected entry option 34 Pass War Appropriations Bill.

quote:

EDITED Option 49: (Hitler’s war) Replace Production Multiples Notes listed on the Production Multiples Chart with:
(a) +0.25 if enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn;
(b) +0.25 to China each turn;
(c) +0.25 ~ US entry opt. 22; +0.25 ~ US entry opt. 34; +0.25 ~ war; +0.25 ~ total war; +0.25 each 6 turns after US entry opt. 34.
(d) +0.25 to the USSR while Germany and the USSR are at war with each other.

Using this option, major powers no longer receive a bonus for an in supply enemy unit in their home country, and the USSR no longer receives any bonuses based on the cities they control.






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(in reply to Extraneous)
Post #: 247
RE: AI for MWiF - USA - 1/15/2013 3:07:33 PM   
paulderynck


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quote:

ORIGINAL: Extraneous

Do I have this right

quote:

EDITED Option 49: (Hitler’s war) Replace Production Multiples Notes listed on the Production Multiples Chart with:
(a) +0.25 if enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn;
(b) +0.25 to China each turn;
(c) +0.25 ~ US entry opt. 22; +0.25 ~ US entry opt. 34; +0.25 ~ war; +0.25 ~ total war; +0.25 each 6 turns after US entry opt. 34.
(d) +0.25 to the USSR while Germany and the USSR are at war with each other.

Using this option, major powers no longer receive a bonus for an in supply enemy unit in their home country, and the USSR no longer receives any bonuses based on the cities they control.






Looks right for the regular rules. For option 49, either note b is a mis-print, or I'll take China whenever that option is used! It should read "+0.25 each year".

Note the increases for enemy attacks and supplied units in your home country are not cumulative from turn to turn. They either happen or they don't. The PM for the year (or year since last bump for the USA) stays the same all year and is the "base" to which these may be added.

< Message edited by paulderynck -- 1/15/2013 3:12:12 PM >


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Post #: 248
RE: AI for MWiF - USA - 1/15/2013 9:24:22 PM   
Extraneous

 

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quote:

ORIGINAL: paulderynck
Looks right for the regular rules. For option 49, either note b is a mis-print, or I'll take China whenever that option is used! It should read "+0.25 each year".

Note the increases for enemy attacks and supplied units in your home country are not cumulative from turn to turn. They either happen or they don't. The PM for the year (or year since last bump for the USA) stays the same all year and is the "base" to which these may be added.


Since you only consult the Production Multiples Chart at the end at the turn during production I think it would be safe to assume that it would be +.25 each turn.

Remember Option 49: (Hitler’s war) is to be more limiting to the Allies.

I've checked WiFFE_FAQ_v1.3_7_July_2009.pdf at ADG and there is no information there.


Could you have someone check this rule?

Bold only for emphasis I'm not yelling at you.


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Post #: 249
RE: AI for MWiF - USA - 1/16/2013 4:14:59 AM   
composer99


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pauldernyck:

The +.25 per year could be interpreted the same way you have jokingly interpreted +.25 per turn (just not as extreme )

At any rate, the text Extraneous uses is copy/paste from RaW.

I am not aware of any interpretation of this rule other than:
"China's base production multiple increases by .25" (so they would have, using Hitler's War, a base multiple of .5 in 1939, .75 in 1940/41, 1 in 1942/43, and 1.25 in 1944/45)

The actual text of the rule is:
quote:

Option 49: (Hitler's war) Replace notes (b), (d) and (e) of the Production Multiples Table with:
(b) +0.25 to China each turn;
(d) +0.25 to the USSR while Germany and the USSR are at war with each other.
Using this option, major powers no longer receive a bonus for an in supply enemy unit in their home country, and the USSR no longer receives any bonuses based on the cities they control.


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RE: AI for MWiF - USA - 1/16/2013 4:54:31 AM   
paulderynck


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No idea - never played that option, but what you say makes sense.

< Message edited by paulderynck -- 1/16/2013 4:57:24 AM >


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RE: AI for MWiF - USA - 1/16/2013 9:42:41 AM   
Extraneous

 

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quote:

ORIGINAL: composer99

pauldernyck:

The +.25 per year could be interpreted the same way you have jokingly interpreted +.25 per turn (just not as extreme )

At any rate, the text Extraneous uses is copy/paste from RaW.

I am not aware of any interpretation of this rule other than:
"China's base production multiple increases by .25" (so they would have, using Hitler's War, a base multiple of .5 in 1939, .75 in 1940/41, 1 in 1942/43, and 1.25 in 1944/45)

The actual text of the rule is:
quote:

Option 49: (Hitler's war) Replace notes (b), (d) and (e) of the Production Multiples Table with:
(b) +0.25 to China each turn;
(d) +0.25 to the USSR while Germany and the USSR are at war with each other.
Using this option, major powers no longer receive a bonus for an in supply enemy unit in their home country, and the USSR no longer receives any bonuses based on the cities they control.



But (a), (b), (d), and (e) are additions to the Production Multiple base aren't they?

I believe that these increases only occur during each turn.

Think of it this way if China was at peace and Japan was not in China then China's Production Multiple would be 0.25.

But in 1939 China is at war with Japan and Japan is in China. So China's Production Multiple is a minimum of 0.50 and a maximum of 0.75.


PMB = For 1939 China's Production Multiple Base is 0.25.
A = +0.25 if enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn
B = +0.25 to China each turn


If Japan does not attack China during the turn then China would get:
(b) +0.25 to China each turn;

Production Multiple = PMB + A
China's production multiple during this turn only would be 0.50.


If Japan attacks China during the turn China would get:
(a) +0.25 if enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn;
(b) +0.25 to China each turn;

Production Multiple = PMB + A + B
China's production multiple during this turn only would be 0.75.


I don't believe that these increases accumulate to the base each turn.

New PMB = Old PMB + A
Or
New PMB = Old PMB + A + B



< Message edited by Extraneous -- 1/16/2013 10:34:44 AM >


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Post #: 252
RE: AI for MWiF - USA - 1/16/2013 5:32:51 PM   
composer99


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I don't see any substantial divergence in what I wrote vs your response. Moving response to China AI thread.

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Post #: 253
RE: AI for MWiF - USA - 1/17/2013 10:16:22 AM   
Extraneous

 

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Since paulderynck has not used option 49: (Hitler’s war).

I have included the rest of option 49.

As you can see it really changes what happens to the other major powers production multiples when they have enemy units in their home countries.

These rules are in effect since Japan has controlled hexes and supplied units in China.

These rules would be in effect if the Axis were to have controlled hexes and supplied units in France (even after Vichy), the United Kingdom, the USA, or the USSR.

These rules would also be in effect if the Allies were to have controlled hexes and supplied units in Italy or Germany.



quote:

ORIGINAL: WiFFE-RAW-7.0
13.6.3 Production multiples
Each major power has an initial production multiple. These rise progressively during the game. Essentially, this reflects an increasing national industrial output and an increasing share of that output being devoted to military uses. Production multiples are listed on the Production Multiples Chart.

(a) +0.25 if enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn;
(b) +0.25 while an in-supply enemy land unit is in your home country (not Siberia, and only UK counts for the CW).
(c) +0.25 ~ US entry opt. 22; +0.25 ~ US entry opt. 34; +0.25 ~ war; +0.25 ~ total war; +0.25 each 6 turns after US entry opt. 34.
(d) +0.25 from 1942 onwards if Minsk or Kiev are Russian controlled.
(e) +0.25 from 1943 onwards if Leningrad, Moscow and Stalingrad are Russian controlled.

Increase a major power’s production multiple by 0.25 if there is an in supply enemy unit in the major power¹s current home country (an unconquered UK only in the case of the Commonwealth and not Siberia in the case of the USSR).

Increase a major power’s production multiple by 0.25 if an enemy unit took part during the turn in a land attack (not overrun) against any friendly land unit (including partisans and notional units) in the major power¹s current home country (an unconquered UK only in the case of the Commonwealth and not Siberia in the case of the USSR).

Increase the USA’s production multiple:
By 0.25 when the US chooses entry option 22 Gear up production.
By 0.25 when the US chooses entry option 34 Pass War Appropriations Bill.
By 0.25 when the US is at war with any Axis major power.
By 0.25 when the US is at war with every Axis major power that has not yet been completely conquered.
By 0.25 on the anniversary (i.e. after every 6 turns) of the turn the US selected entry option 34 Pass War Appropriations Bill.

quote:

EDITED Option 49: (Hitler’s war) Replace Production Multiples Notes listed on the Production Multiples Chart with:
(a) +0.25 if enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn;
(b) +0.25 to China each turn;
(c) +0.25 ~ US entry opt. 22; +0.25 ~ US entry opt. 34; +0.25 ~ war; +0.25 ~ total war; +0.25 each 6 turns after US entry opt. 34.
(d) +0.25 to the USSR while Germany and the USSR are at war with each other.

Using this option, major powers no longer receive a bonus for an in supply enemy unit in their home country, and the USSR no longer receives any bonuses based on the cities they control.

quote:

13.3.2 US entry options
30 Lend lease to USSR - The US, CW and/or France can give or receive 1 build point each per turn to or from the USSR in future turns even if the USSR is neutral (5 each per turn while Germany and the USSR are at war and unlimited while the US is also at war with Germany). You can only choose this option if you have already chosen entry option 19 Resources to USSR. US convoy points can’t be used to transport these build points while the US is a neutral major power.

Option 49: (Hitler’s war) From now until Germany and the Soviet Union are at war, the Soviets pick an extra marker during the entry marker step of each turn. After looking at the marker, they can treat it as a normal marker (offensively or defensively) or stack it face down on any of their useable factory stacks. Once placed they may never be moved even if the hex becomes controlled by another major power.

During their first production step at war with Germany, turn all entry markers on factory stacks face up. These markers are converted into saved build points (AfA option 31 ~ see 13.6.8 Saving build points (AfA option 31)) available for production or saved for future turns. If not playing AfA option 31, those extra build points must be spent immediately under the restrictions of 13.6.8 Saving build points (AfA option 31)and any excess after production are lost.








< Message edited by Extraneous -- 1/17/2013 10:27:31 AM >


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University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)

(in reply to composer99)
Post #: 254
RE: AI for MWiF - USA - 1/20/2013 5:17:48 AM   
Extraneous

 

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Joined: 6/14/2008
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Now does this look right?

quote:

ORIGINAL: WiFFE-RAW-7.0
EDITED 13.6.3 Production multiples
Each major power has an initial production multiple. These rise progressively during the game. Essentially, this reflects an increasing national industrial output and an increasing share of that output being devoted to military uses. Production multiples are listed on the Production Multiples Chart.

(a) If enemy made any land attacks in your home country (not Siberia and for the CW only the UK counts) add 0.25 to the major power’s production multiple for this turn.
(b) While an in-supply enemy land unit is in your home country (not Siberia and for the CW only UK counts) add 0.25 to the major power’s production multiple for this turn.

(c) Increase the USA’s production multiple by 0.25:
When the US chooses entry option 22 Gear up production.
When the US chooses entry option 34 Pass War Appropriations Bill; and
When the US is at war with any Axis major power.
When the US is at war with every Axis major power that has not yet been completely conquered.
On the anniversary (i.e. after every 6 turns) of the turn the US selected entry option 34 Pass War Appropriations Bill.

Increase the USSR's production multiple by 0.25 on each turn:
(d) From 1942 onwards if Minsk or Kiev is USSR controlled.
(e) From 1943 onwards if Leningrad, Moscow, and Stalingrad are USSR controlled.

Increase a major power’s production multiple by 0.25 if there is an in supply enemy unit in the major power¹s current home country (an unconquered UK only in the case of the Commonwealth and not Siberia in the case of the USSR).

Increase a major power’s production multiple by 0.25 if an enemy unit took part during the turn in a land attack (not overrun) against any friendly land unit (including partisans and notional units) in the major power¹s current home country (an unconquered UK only in the case of the Commonwealth and not Siberia in the case of the USSR).

quote:

EDITED Option 49: (Hitler’s war) Replace Production Multiples Notes listed on the Production Multiples Chart with:
(a) If enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn add 0.25 to the major power’s production multiple for this turn.
(b) Add 0.25 to China's Production Multiple for this turn.

(c) Increase the USA’s production multiple by 0.25:
When the US chooses entry option 22 Gear up production.
When the US chooses entry option 34 Pass War Appropriations Bill.
When the US is at war with any Axis major power.
When the US is at war with every Axis major power that has not yet been completely conquered.
On the anniversary (i.e. after every 6 turns) of the turn the US selected entry option 34 Pass War Appropriations Bill.

(d) While Germany and the USSR are at war with each other add 0.25 to the USSR production multiple for this turn.

Using this option, major powers no longer receive a bonus for a supplied enemy unit in their home country, and the USSR no longer receives any bonuses based on the cities they control.

quote:

13.3.2 US entry options
30 Lend lease to USSR - The US, CW and/or France can give or receive 1 build point each per turn to or from the USSR in future turns even if the USSR is neutral (5 each per turn while Germany and the USSR are at war and unlimited while the US is also at war with Germany). You can only choose this option if you have already chosen entry option 19 Resources to USSR. US convoy points can’t be used to transport these build points while the US is a neutral major power.

Option 49: (Hitler’s war) From now until Germany and the Soviet Union are at war, the Soviets pick an extra marker during the entry marker step of each turn. After looking at the marker, they can treat it as a normal marker (offensively or defensively) or stack it face down on any of their useable factory stacks. Once placed they may never be moved even if the hex becomes controlled by another major power.

During their first production step at war with Germany, turn all entry markers on factory stacks face up. These markers are converted into saved build points (AfA option 31 ~ see 13.6.8 Saving build points (AfA option 31)) available for production or saved for future turns. If not playing AfA option 31, those extra build points must be spent immediately under the restrictions of 13.6.8 Saving build points (AfA option 31)and any excess after production are lost.









_____________________________

University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)

(in reply to Extraneous)
Post #: 255
RE: AI for MWiF - USA - 1/23/2013 1:16:24 PM   
Extraneous

 

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Joined: 6/14/2008
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quote:

13.6.6 Gearing limits
Exceptions
On the first turn of any scenario or campaign there are no gearing limits.

Neutral major powers are not subject to gearing limits on the turn that a major power declares war on it.


Do you read this rule as:

"Neutral major powers have no gearing limits at the beginning of the scenario and on the turn it goes to war"?




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University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)

(in reply to Extraneous)
Post #: 256
RE: AI for MWiF - USA - 1/23/2013 2:39:40 PM   
composer99


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No, "goes to war" is too general - a major power going to war includes cases of major powers declaring war on other major powers. The rule as written clearly does not free major powers from gearing limits if they are the ones declaring war on nother major powers - only if they are declared war on.

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(in reply to Extraneous)
Post #: 257
RE: AI for MWiF - USA - 1/23/2013 11:19:35 PM   
Extraneous

 

Posts: 1810
Joined: 6/14/2008
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Good point

quote:

13.6.6 Gearing limits
Exceptions
On the first turn of any scenario or campaign there are no gearing limits.

Neutral major powers are not subject to gearing limits on the turn that a major power declares war on it.


Do you read this rule as:

There are two instances when Neutral major powers have no gearing limits:
1) At the beginning of the scenario.
2) On the turn a major power declares war on it.




< Message edited by Extraneous -- 1/23/2013 11:20:03 PM >


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University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)

(in reply to composer99)
Post #: 258
RE: AI for MWiF - USA - 1/24/2013 3:02:54 AM   
composer99


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From: Ottawa, Canada
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Almost. The rule about gearing limits on the first turn applies also to active major powers.

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(in reply to Extraneous)
Post #: 259
RE: AI for MWiF - USA - 1/24/2013 12:51:31 PM   
Extraneous

 

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Joined: 6/14/2008
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In this case active major powers are irrelevant since my question only addressed Neutral major powers.

Are there two instances when Neutral major powers have no gearing limits?

1) At the beginning of the scenario.
2) On the turn a major power declares war on it.



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University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)

(in reply to composer99)
Post #: 260
RE: AI for MWiF - USA - 1/24/2013 2:09:54 PM   
composer99


Posts: 2923
Joined: 6/6/2005
From: Ottawa, Canada
Status: offline
Ah; I misunderstood your inquiry.

So, given the specific application of rule 13.6.6 to neutral major powers, your inquiry correctly summarizes the effects of the rule.

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(in reply to Extraneous)
Post #: 261
RE: AI for MWiF - USA - 1/24/2013 3:08:23 PM   
Extraneous

 

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Joined: 6/14/2008
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quote:

22. Gear up production (either) the USA plays this against either (Ge/It) entry pool and tension pool or (Ja) entry pool and tension pool
(There is a 90% chance of a USA entry pool chit being moved to the USA tension pool)
The US production multiple increases by 0.25. You also need a tension level of at least 11 against all major powers on the other side before this option may be chosen.


Shouldn't this read:

You also need a tension level of at least 11 against all major powers on the Axis side before this option may be chosen.



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University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)

(in reply to composer99)
Post #: 262
RE: AI for MWiF - USA - 1/24/2013 4:59:07 PM   
composer99


Posts: 2923
Joined: 6/6/2005
From: Ottawa, Canada
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Not required; the US is by definition on the Allied side. Therefore 'the other side' of the US is by definition the Axis.

See §1 Introduction:
quote:

World in Flames (“WiF”) is Australian Design Group’s strategic level game of the Second World War. Up to six players will manage the economies and conduct the military operations of the major nations involved in that conflict, either as a member of the Axis (Germany, Italy and Japan) or as one of the Allies (China, the Commonwealth, France, the USSR and the USA).


See §23 Index & Glossary:
quote:

Allies [USA, Commonwealth, USSR, France, China and their controlled minor countries]


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Post #: 263
RE: AI for MWiF - USA - 1/30/2013 4:36:35 PM   
Extraneous

 

Posts: 1810
Joined: 6/14/2008
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For those of you who thing I haven't been using my post to show how to play the game.

China ~ for Lend lease and giving resources

CW ~ for convoy lines and surprise port attacks

France ~ for Vichy France, Free France, and Naval moves

USA ~ for scrapping units and production



I haven't finished checking this but considering things I will just post it and wait for the flames.



24.4.7 The Global war: Sep/Oct 1939 ~ Jul/Aug 1945
--------------------------------------------------------------------------------------------------------------
My production priorities are:

1) All builds are subject to change if the situation warrants it.

2) Establish an ASW capability as soon as possible the action is going to be in Europe and Asia so you will need to protect the Convoy lines.

3) Establish an Amphibious capability to allow your Land units to invade. Make sure you build a Land unit built so your AMPH has a purpose.

4) Start putting things that take the longest to build as early as possible into the Construction Pool. You don't necessarily have to compete them but have them available in the Construction Pool to be finished as your production increases.

5) Early in the game Land units do not normally need to be built. No one on the Axis side (that is sane) wants to see the USA as an active major power in 1939 or early 1940. The USA producing 40 BP a turn with no gearing limits on the first turn would very quickly empty the early force pools.

6) Build aircraft with Pilots. Make sure any Carriers have a CVP on them as they come in as reinforcements.


--------------------------------------------------------------------------------------------------------------
Note: The inclusion of the USA entry pools, USA tension pools, and USA entry levels are for reference only and are not to be considered as being advocated.

This was only included to see if it could be calculated when the USA player would be able to increase the USA tension pools to be able to increase production.

22. Gear up production (either) the USA plays this against either (Ge/It) entry pool and tension pool or (Ja) entry pool and tension pool
(There is a 90% chance of a USA entry pool chit being moved to the USA tension pool)
The US production multiple increases by 0.25. You also need a tension level of at least 11 against all major powers on the other side before this option may be chosen.

No attempt to determine markers moved from the USA entry pools to the USA tension pools has been considered (as this would decrease the USA entry pool).

No attempt to determine markers drawn from the common entry marker pool that are used in offensive/defensive garrison values has been considered (as they would decrease the percentages of available markers in the common entry marker pool).

In 24.4.7 The Global war: Sep/Oct 1939 ~ Jul/Aug 1945 the common entry marker pool consists of: zeros 3.3%, ones 30%, twos 23.3%, threes 20%, fours 20%, and fives 3.3%.

The USA pool levels are given as:
Minimum ~ calculated by using only the lowest values available in the common entry marker pool.
Maximum ~ calculated by using only the highest values available in the common entry marker pool.
Average ~ calculated as half the maximum (this will probably give you a slightly higher average).

Your actual draws from the marker pool should probably result by being somewhere between minimum and average.

When calculating the minimum and maximum they were adjusted due to the availability of the respective lowest and highest values available in the common entry marker pool.

Example:
When you have one 5 or one zero it can't be in both (Ge/It) and (Ja) pools at the same time.
When you have allocated the 5 and all six of the 4's the next draw from the common entry marker pool has to be a 3.
When you have allocated the zero and all nine of the 1's the next draw from the common entry marker pool has to be a 2.

All values were rounded up.


--------------------------------------------------------------------------------------------------------------
USA Production
18x Oil resources
3x Oil resources from trade agreement with Venezuela
21x Oil resources total

-2x Oil resources for trade agreement with Japan
15x Oil resources used for production
4x Oil resource saved
21x Oil resources used

25x Resources
23x Resources used for production
-2x Resources for trade agreement with Japan
25x Resources used


40x Factories
38x Factories used in production
2x Factories not used in production

0.25 production multiplier

9.5x BP from production rounded up to 10x BP
1x BP from trade agreement with Japan

11x BP total generated

--------------------------------------------------------------------------------------------------------------
September/October 1939
2 common entry marker in the USA (Ge/It) entry pool (minimum 1 ~ average 5 ~ maximum 9)
0 common entry marker in the USA (Ge/It) tension pool
The USA (Ge/It) entry level = (USA (Ge/It) entry pool x 1.5) + (USA (Ja) entry pool / 2) (minimum 3.5 (rounded to 4) ~ average 9 ~ maximum 15.5 (rounded to 16))

1 marker in the USA (Ja) entry pool (minimum 0 ~ average 3 ~ maximum 5)
0 markers in the USA (Ja) tension pool
The USA (Ja) entry level = (USA (Ja) entry pool x 1.5) + (USA (Ge/It) entry pool / 2) (minimum 0.5 (rounded to 1) ~ average 7 ~ maximum 11.5 (rounded to 12))

USA entry actions (this is a very simplified version due to the lack of importance at this time)
First Impulse
20. Germany declares war on Poland (1 USA entry marker and a 20% chance of another will be added to the USA (Ge/It) entry pool)
25. The CW or France or both declare war on Germany (There is a 80% chance that a USA entry marker will be added to the USA (Ge/It) entry pool)
If the CW and France don't declare war on the Germany in the same impulse this done separately for both the CW and France.

Germany attacks across the Polish border. The CW moves to reinforce its positions in Egypt and the Mediterranean. France mans the Maginot line.

Second Impulse
20. Germany declares war on ~ Denmark (There is a 30% chance of a USA entry marker will be added to the USA entry pool)
19. Japan aligns a minor country ~ Siam (There is a 30% chance that a USA entry marker will be added to the USA (Ja) entry pool for Siam)
This occurs when the minor country aligns with a major power (see 9.8 Aligning minors). A minor that joins a side because a major power declares war on it doesn’t count.
26. The USSR controls Eastern Poland (There is a 70% chance that a USA entry marker will be removed from the USA (Ge/It) entry pool)
The USSR can exercise its Nazi-Soviet Pact rights to occupy eastern Poland during any Allied land movement step. However, it can only exercise those rights if Poland has not been conquered (see 19.5.1 Eastern Poland).

Germany conquers Denmark and Poland.

On average USA entry actions would result in:
3 common entry marker in the USA (Ge/It) entry pool (minimum 2 ~ average 7 ~ maximum 13)
0 common entry marker in the USA (Ge/It) tension pool
The USA (Ge/It) entry level = (USA (Ge/It) entry pool x 1.5) + (USA (Ja) entry pool / 2) (minimum 3 ~ average 12 ~ maximum 21.5 (rounded to 22))

1 marker in the (Ja) entry pool (minimum 0 ~ average 3 ~ maximum 5)
0 markers in the USA (Ja) tension pool
The USA (Ja) entry level = (USA (Ja) entry pool x 1.5) + (USA (Ge/It) entry pool / 2) (minimum 1 ~ average 8 ~ maximum 13.5 (rounded to 14))


Third Impulse
Germany starts moving back to positions on the borders of Belgium, France, and Netherlands.


Construction pool
Light Carriers ~ Langley (2+2 BP 6 turns)
Battleships/Battlecruisers ~ Wyoming (2+3 BP 6 turns)

Force Pools
22x Ships (not counting CP or Tankers)
1x Carrier ~ Hornet (2+3 BP 6 turns)
3x Battleships/Battlecruisers ~ Indiana (2+4 BP 6 turns), Massachusetts (2+4 BP 6 turns), and South Dakota (2+4 BP 6 turns)
1x ASW (1+2 BP 2 turns)
3x AMPH ~ 2x AMPH (3+3 BP 4 turns) and 1x AMPH (3+4 BP 4 turns)
14x TRS ~ 1x TRS (2+2 BP 3 turns), 8x TRS (2+3 BP 3 turns), and 5x TRS (2+4 BP 3 turns)
1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))

5x Submarines
5x SUB (1+1 BP 3 turns)

42x Aircraft
22x CVP (0/1 BP 4 turns)
8x CVP (yellow size 2) ~ 2x F4F-3 Wildcat (0 BP 4 turns), 2x TBD Devastator (0 BP 4 turns), 2x TBD Devastator (1 BP 4 turns), 2x SBC-4 Helldiver (1 BP 4 turns),
14x CVP (blue size 4) ~ 2x F4F-3 Wildcat (1 BP 4 turns), 2x F4F-4 Wildcat (1 BP 4 turns), 2x SBD-1 Dauntless (1 BP 4 turns), 2x TBD Devastator (1 BP 4 turns), 4x SBD-3 Dauntless (1 BP 4 turns), 2x SBD-4 Dauntless (1 BP 4 turns)
7x FTR 2 ~ 2x P-35 (2 BP 2 turns), 2x P-36A Mohawk (2 BP 2 turns), 1x F2A Buffalo (2 BP 2 turns), 1x P-40 Tomahawk (2 BP 2 turns), 1x P-40C Tomahawk (2 BP 2 turns)
4x LND 3 ~ 1x B-18 Bolo (3 BP 3 turns), 1x B-18A Bolo (3 BP 3 turns), 1x A-20A Boston I (3 BP 3 turns), 1x A-22 Maryland (3 BP 3 turns)
1x LND 4 ~ 1x B-17B Flying Fortress (4 BP 4 turns)
2x NAV 2 ~ 1x TBD Devastator (2 BP 2 turns), 1x A-24 Dauntless (2 BP 2 turns)
4x NAV 3 ~ 1x PBY1 Catalina (3 BP 3 turns), 1x PBY5 Catalina (3 BP 3 turns), 2x A-29 Hudson (3 BP 3 turns)
2x ATR 3 ~ 2x C-47 Skytrain (3 BP 3 turns)

7x Armor: 2x ARM (6 BP 3 turns), 3x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns)
17x Infantry:
5x MOT (4 BP 3 turns), 5x INF (3 BP 2 turns), 1x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turn), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns)

3x Artillery: 1x Gun (1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns))

0x Supply: 1x SUPP (3 BP)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and atomic bombs
Pilots: 1x Pilot (2 BP 3 turns)


--------------------------------------------------------------------------------------------------------------
Turn 1: September/October 1939
Reserves (they are not built but instead are called up when war is declared)
I MAR, VII MOT, LA MIL, and Washington MIL

Construction pool
1x Light Carrier ~ Langley [fd] (2 BP 6 turns)
1x Battleship/Battlecruiser ~ Wyoming [fd] (3 BP 6 turns)

Force Pools
22x Ships (not counting CP or Tankers): 1x Carrier (2+3 BP 6 turns), 3x Battleships/Battlecruisers (2+4 BP 6 turns), 1x ASW (1+2 BP 2 turns), 3x AMPH (3+3/4 BP 4 turns), and 14x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
5x Submarines: 5x SUB (1+1 BP 3 turns)
42 x Aircraft: 22x CVP (0/1 BP 4 turns), 7x FTR 2 (2 BP 2 turns), 4x LND 3 (3 BP 3 turns), 1x LND 4 (4 BP 4 turns), 2x NAV 2 (2 BP 2 turns), 4x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
7x Armor: 2x ARM (6 BP 3 turns), 3x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
17x Infantry: 5x MOT (4 BP 3 turns), 5x INF (3 BP 2 turns), 1x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
2x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns)
1x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and atomic bombs
Pilots: 1x Pilot (2 BP 3 turns)


Production
Ships (Gearing limit None)
From the Force pools
1x Carrier ~ Hornet [fd] (2+3 BP 6 turns) (enters the Construction pool Nov/Dec 1940)
1x Battleship/Battlecruiser (2+4 BP 6 turns) (enters the Construction pool Nov/Dec 1940)
1x AMPH [fd] (3+3/4 BP 4 turns) (enters the Construction pool May/Jun 1940)
1x ASW [fd] (1+2 BP 2 turns) (enters the Construction pool Jan/Feb 1940)

Aircraft (Gearing limit None)
From the Force pools
1x CVP (0/1 BP 4 turns) (Reinforcement May/Jun 1940) If you get a CVP (0 BP 4 turns) use the 3 BP to build something else.

Pilots (Gearing limit None)
1x Pilot (2 BP 3 turns) (Reinforcement Mar/Apr 1940)

11x BP used

Turn 1: September/October 1939
1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


--------------------------------------------------------------------------------------------------------------
Turn 2: November/December 1939
The USA player draws a common entry marker and adds it to the USA (Ge/It) entry pool.
4 markers in the USA (Ge/It) entry pool (minimum 3 ~ average 9 ~ maximum 17)
0 markers in the USA (Ge/It) tension pool
The USA (Ge/It) entry level = (USA (Ge/It) entry pool x 1.5) + (USA (Ja) entry pool / 2) (minimum 4.5 (rounded to 5) ~ average 9 ~ maximum 27.5 (rounded to 28))

1 marker in the (Ja) entry pool (minimum 0 ~ average 3 ~ maximum 5)
0 markers in the USA (Ja) tension pool
The USA (Ja) entry level = (USA (Ja) entry pool x 1.5) + (USA (Ge/It) entry pool / 2) (minimum 1.5 (rounded to 2) ~ average 9 ~ maximum 15.5 (rounded to 16))


Force Pools
18x Ships (not counting CP or Tankers): 2x Battleships/Battlecruisers (2+4 BP 6 turns), 2x AMPH (3+3/4 BP 4 turns), and 14x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
5x Submarines: 5x SUB (1+1 BP 3 turns)
41 x Aircraft: 21x CVP (0/1 BP 4 turns), 7x FTR 2 (2 BP 2 turns), 4x LND 3 (3 BP 3 turns), 1x LND 4 (4 BP 4 turns), 2x NAV 2 (2 BP 2 turns), 4x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
7x Armor: 2x ARM (6 BP 3 turns), 3x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
17x Infantry: 5x MOT (4 BP 3 turns), 5x INF (3 BP 2 turns), 1x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
2x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns)
1x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and Atomic bombs: 1x A-BOMB (1 BP 1 turn) (available 1945)
Pilots: 1x Pilot (2 BP 3 turns)


Reinforcements
Heavy Cruiser ~ Houston
Light Cruisers ~ Helena and St Louis

Construction pool
1x Light Carrier ~ Langley [fd] (2 BP 6 turns)
1x Battleship/Battlecruiser ~ Wyoming [fd] (3 BP 6 turns)
1x Sub [fd] (1 BP 3 turns) (enters the Construction pool from set up)

Production
Ships (Gearing limit 5)
From the Force pools
2x Battleships/Battlecruisers [fd] (2+4 BP 6 turns) (enters the Construction pool Nov/Dec 1940)
1x AMPH [fd] (3+3/4 BP 4 turns) (enters the Construction pool Jul/Aug 1940)

Submarines (Gearing limit 1)
From the Force pools
1x SUB [fd] (1+1 BP 3 turns) (enters the Construction pool May/Jun 1940)

Aircraft (Gearing limit 2)
From the Force pools
1x CVP (0/1 BP 4 turns) (Reinforcement Jul/Aug 1940) if you get a CVP (0 BP 4 turns) save the 1 BP or build something else (like a saved oil marker).

Pilots (Gearing limit 2)
1x Pilots (2 BP 3 turns each) (Reinforcement May/Jun 1940)

11x BP used

Turn 2: November/December 1939
1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


--------------------------------------------------------------------------------------------------------------
Turn 3: January/February 1940
The USA player draws a common entry marker and adds it to the USA (Ge/It) entry pool.
5 markers in the USA (Ge/It) entry pool (minimum 4 ~ average 11 ~ maximum 21)
0 markers in the USA (Ge/It) tension pool
The USA (Ge/It) entry level = (USA (Ge/It) entry pool x 1.5) + (USA (Ja) entry pool / 2) (minimum 6 ~ average 18 ~ maximum 33.5 + (rounded to 34))

1 marker in the (Ja) entry pool (minimum 0 ~ average 3 ~ maximum 5)
0 markers in the USA (Ja) tension pool
The USA (Ja) entry level = (USA (Ja) entry pool x 1.5) + (USA (Ge/It) entry pool / 2) (minimum 2 ~ average 10 ~ maximum 17.5 (rounded to 18))


2x F4F-3 Wildcat (1938 change from yellow size 2 to light blue size 1)
2x TBD Devastator (1938 change from yellow size 2 to light blue size 1)

Additions to the Force Pools
16x Ships (not counting CP or Tankers):
3x Battleships/Battlecruisers ~ Alabama (2+4 BP 6 turns), Iowa (2+5 BP 6 turns), and New Jersey (2+5 BP 6 turns)
8x Light Cruisers ~ Atlanta (1+1 BP 5 turns), Cleveland (1+2 BP 5 turns), Columbia (1+2 BP 5 turns), Denver (1+2 BP 5 turns), Juneau (1+1 BP 5 turns), Montpellier (1+2 BP 5 turns), San Diego (1+1 BP 5 turns), and San Juan (1+1 BP 5 turns)
1x ASW CV (1+3 3 turns)
1x ASW (1+1 2 turns)
1x AMPH (3+4 BP 4 turns)
3x TRS (2+4 BP 3 turns)

2x Submarines: 1x SUB (1+1 BP 3 turns) and 1x SUB (1+2 BP 3 turns)

17x Aircraft:
8x CVP ~ 2x CVP F4F-4 Wildcat (blue size 4) (1 BP 4 turns), 2x CVP SBD-4 Dauntless (red size 5) (1 BP 4 turns), 4x CVP SBD-4 Dauntless (blue size 4) (1 BP 4 turns)
4x FTR 2 ~ 2x F4F-3 Wildcat (2 BP 2 turns), 1x P-40B Tomahawk (2 BP 2 turns), 1x P-40C Tomahawk (2 BP 2 turns)
2x LND 3 ~ 1x B-25B Mitchell (3 BP 3 turns), 1x B-25C Mitchell (3 BP 3 turns)
1x LND 4 ~ 1x B-17E Flying Fortress (4 BP 4 turns)
1x NAV 2 ~ 1x A-24 Banshee (2 BP 2 turns)
1x NAV 3 ~ 1x PBM-1 Mariner (3 BP 3 turns)

2x Armor: 1x Eisenhower (HQ-A) (9 BP 4 turns) and 1x XV MECH (5 BP 3 turns)

3x infantry: 1x XXXIX INF (3 BP 2 turns), 1x V MAR (5 BP 3 turns), and XXXIV PARA (5 BP 4 turns)

1x Artillery: 1x 4.5 inch Gun (5 BP 3 turns)

1x Supply: 1x SUPP (3 BP)

Force Pools
32x Ships (not counting CP or Tankers): 3x Battleships/Battlecruisers (2+4 BP 6 turns), 8x Light Cruisers (1+1 BP 5 turns), 1x ASW CV (1+3 3 turns), 1x ASW (1+1 2 turns), 2x AMPH (3+3/4 BP 4 turns), and 17x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
7x Submarines: 5x SUB (1+1/2 BP 3 turns)
57 x Aircraft: 28x CVP (0/1 BP 4 turns), 11x FTR 2 (2 BP 2 turns), 6x LND 3 (3 BP 3 turns), 2x LND 4 (4 BP 4 turns), 3x NAV 2 (2 BP 2 turns), 5x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
9x Armor: 1x HQ-A (9 BP 4 turns), 2x ARM (6 BP 3 turns), 4x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
20x Infantry: 5x MOT (4 BP 3 turns), 6x INF (3 BP 2 turns), 1x MAR (5 BP 3 turns), 2x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
3x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns) and 1x 4.5 inch Gun (5 BP 3 turns)
2x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and Atomic bombs: 1x A-BOMB (1 BP 1 turn) (available 1945)
Pilots: 1x Pilot (2 BP 3 turns)


Construction pool
1x Light Carrier ~ Langley [fd] (2 BP 6 turns)
1x Battleship/Battlecruiser ~ Wyoming [fd] (3 BP 6 turns)
1x ASW [fd] (1+3 BP 2 turns) (enters the Construction pool)
1x Sub [fd] (1 BP 3 turns)

Production
Ships (Gearing limit 4)
From the Construction Pool:
1x ASW [fu] (2 BP 2 turns) (Reinforcement May/Jun 1940)
From the Force Pools:
2x Battleships/Battlecruisers [fd] (2+4 BP 6 turns) (enters the Construction pool Jan/Feb 1941)
1x ASW CV [fd] (1+3 BP 3 turns) (enters the Construction pool Jul/Aug 1940)

Submarine (Gearing limit 2)
1x SUB (1+1/2 BP 3 turns) (enters the Construction pool Jul/Aug 1940)

Aircraft (Gearing limit 2)
From the Force Pools
1x CVP (0/1 BP 4 turns) (Reinforcement Jul/Aug 1940) if you get a CVP (0 BP 4 turns) save the 1 BP or build something else (like a saved oil marker or SUB).

Pilots (Gearing limit 2)
1x Pilots (2 BP 3 turns each) (Reinforcement Jul/Aug 1940)

11x BP used

Turn 3: January/February 1940
1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


--------------------------------------------------------------------------------------------------------------
Turn 4: March/April 1940
The USA player draws a common entry marker and adds it to the USA (Ge/It) entry pool.
6 markers in the USA (Ge/It) entry pool (minimum 5 ~ average 15 ~ maximum 29)
0 markers in the USA (Ge/It) tension pool
The USA (Ge/It) entry level = (USA (Ge/It) entry pool x 1.5) + (USA (Ja) entry pool / 2) (minimum 7.5 (rounded to 8) ~ average 24 ~ maximum 45.5 (rounded to 46))

1 marker in the (Ja) entry pool (minimum 0 ~ average 3 ~ maximum 5)
0 markers in the USA (Ja) tension pool
The USA (Ja) entry level = (USA (Ja) entry pool x 1.5) + (USA (Ge/It) entry pool / 2) (minimum 2.5 (rounded to 3) ~ average 12 ~ maximum 21.5 (rounded to 22))


Reinforcements
Carriers ~ Wasp, 1x CVP, and 1x CP
1x Pilots

Force Pools
29x Ships (not counting CP or Tankers): 1x Battleship/Battlecruiser (2+4 BP 6 turns), 8x Light Cruisers (1+1 BP 5 turns), 1x ASW (1+1 BP 3 turns), 2x AMPH (3+3/4 BP 4 turns), and 17x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
6x Submarines: 5x SUB (1+1/2 BP 3 turns)
56 x Aircraft: 27x CVP (0/1 BP 4 turns), 11x FTR 2 (2 BP 2 turns), 6x LND 3 (3 BP 3 turns), 2x LND 4 (4 BP 4 turns), 3x NAV 2 (2 BP 2 turns), 5x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
9x Armor: 1x HQ-A (9 BP 4 turns), 2x ARM (6 BP 3 turns), 4x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
20x Infantry: 5x MOT (4 BP 3 turns), 6x INF (3 BP 2 turns), 1x MAR (5 BP 3 turns), 2x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
3x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns) and 1x 4.5 inch Gun (5 BP 3 turns)
2x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and Atomic bombs: 1x A-BOMB (1 BP 1 turn) (available 1945)
Pilots: 1x Pilot (2 BP 3 turns)


Construction pool
Light Carrier ~ Langley [fd] (2 BP 6 turns)
Battleship/Battlecruiser ~ Wyoming [fd] (3 BP 6 turns)
Sub [fd] (1 BP 3 turns)

Production
Ships (Gearing limit 5)
From the Force Pools:
1x Battleship/Battlecruiser [fd] (2+4 BP 6 turns) (enters the Construction pool Mar/Apr 1941)
3x Light Cruisers [fd] (1+1/2 BP 5 turns) (enters the Construction pool Jan/Feb 1941)
1x ASW [fd] (1+1 BP 3 turns) (enters the Construction pool Sep/Oct 1940)

Submarine (Gearing limit 2)
None.

Aircraft (Gearing limit 2)
From the Force Pools:
1x LND 3 (3 BP 3 turns) (Reinforcement Sep/Oct 1940)

Pilots (Gearing limit 3)
1x Pilots (2 BP 3 turns each) (Reinforcement Sep/Oct 1940)

11x BP used

Turn 4: March/April 1940
1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


--------------------------------------------------------------------------------------------------------------
Turn 5: May/June 1940
The USA player draws a common entry marker and adds it to the USA (Ge/It) entry pool.
7 markers in the USA (Ge/It) entry pool (minimum 6 ~ average 16 ~ maximum 31)
0 markers in the USA (Ge/It) tension pool
The USA (Ge/It) entry level = (USA (Ge/It) entry pool x 1.5) + (USA (Ja) entry pool / 2) (minimum 9 ~ average 25.5 (rounded to 26) ~ maximum 48.5 (rounded to 49))

1 marker in the (Ja) entry pool (minimum 1 ~ average 3 ~ maximum 5)
0 markers in the USA (Ja) tension pool
The USA (Ja) entry level = (USA (Ja) entry pool x 1.5) + (USA (Ge/It) entry pool / 2) (minimum 3 ~ average 12.5 (rounded to 13) ~ maximum 22.5 rounded to 23))


Reinforcements
1x CVP
1x ASW

Force Pools
24x Ships (not counting CP or Tankers): 5x Light Cruisers (1+1 BP 5 turns), 2x AMPH (3+3/4 BP 4 turns), and 17x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
6x Submarines: 5x SUB (1+1/2 BP 3 turns)
55 x Aircraft: 27x CVP (0/1 BP 4 turns), 11x FTR 2 (2 BP 2 turns), 5x LND 3 (3 BP 3 turns), 2x LND 4 (4 BP 4 turns), 3x NAV 2 (2 BP 2 turns), 5x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
9x Armor: 1x HQ-A (9 BP 4 turns), 2x ARM (6 BP 3 turns), 4x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
20x Infantry: 5x MOT (4 BP 3 turns), 6x INF (3 BP 2 turns), 1x MAR (5 BP 3 turns), 2x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
3x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns) and 1x 4.5 inch Gun (5 BP 3 turns)
2x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and Atomic bombs: 1x A-BOMB (1 BP 1 turn) (available 1945)
Pilots: 1x Pilot (2 BP 3 turns)

Construction pool
Light Carrier ~ Langley [fd] (2 BP 6 turns)
Battleship/Battlecruiser ~ Wyoming [fd] (3 BP 6 turns)
1x AMPH [fd] (3/4 BP 4 turns) (enters the Construction)
1x SUB [fd] (1 BP 3 turns)

Production
Ships (Gearing limit 6)
From the Construction pool
1x AMPH [fu] (3/4 BP 4 turns) (Reinforcement Jan/Feb 1941)
From the Force pools
3x Light Cruisers [fd] (1+1/2 BP 5 turns) (enters the Construction pool Mar/Apr 1941)

Aircraft (Gearing limit 2)
From the Force Pools:
1x FTR 2 (2 BP 3 turns) (Reinforcement Nov/Dec 1940)

Pilots (Gearing limit 2)
1x Pilots (2 BP 3 turns each) (Reinforcement Nov/Dec 1940)

11x BP used


Turn 5: May/June 1940
1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


--------------------------------------------------------------------------------------------------------------
Turn 6: July/August 1940
The USA player draws a common entry marker and adds it to the USA (Ge/It) entry pool.

Reinforcements
1x LND 3 (3 BP 3 turns)
1x Pilots

Force Pools
21x Ships (not counting CP or Tankers): 2x Light Cruisers (1+1 BP 5 turns), 2x AMPH (3+3/4 BP 4 turns), and 17x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
6x Submarines: 5x SUB (1+1/2 BP 3 turns)
54 x Aircraft: 27x CVP (0/1 BP 4 turns), 10x FTR 2 (2 BP 2 turns), 5x LND 3 (3 BP 3 turns), 2x LND 4 (4 BP 4 turns), 3x NAV 2 (2 BP 2 turns), 5x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
9x Armor: 1x HQ-A (9 BP 4 turns), 2x ARM (6 BP 3 turns), 4x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
20x Infantry: 5x MOT (4 BP 3 turns), 6x INF (3 BP 2 turns), 1x MAR (5 BP 3 turns), 2x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
3x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns) and 1x 4.5 inch Gun (5 BP 3 turns)
2x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and Atomic bombs: 1x A-BOMB (1 BP 1 turn) (available 1945)
Pilots: 1x Pilot (2 BP 3 turns)


Construction pool
Light Carrier ~ Langley [fd] (2 BP 6 turns)
Battleship/Battlecruiser ~ Wyoming [fd] (3 BP 6 turns)
Sub [fd] (1 BP 3 turns)

Production
Ships (Gearing limit 5)
From the Force pools
2x Light Cruisers [fd] (1+1/2 BP 5 turns) (enters the Construction pool May/Jun 1941)
1x AMPH [fd] (3+3/4 BP 4 turns) (enters the Construction pool Mar/Apr 1941)

Infantry (Gearing limit 1)
From the Force pools
1x INF (3 BP 2 turns) (Reinforcement Nov/Dec 1940)

Aircraft (Gearing limit 2)
1x CVP (0/1 BP 4 turns) (Reinforcement Mar/Apr 1941) if you get a CVP (0 BP 4 turns) save the 1 BP or build something else (like a saved oil marker or SUB).

Pilots (Gearing limit 2)
From the Force pools
1x Pilot (2 BP 3 turns) (Reinforcement Jan/Feb 1941)

11x BP used


Turn 6: July/August 1940
1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


--------------------------------------------------------------------------------------------------------------
Turn 7: September/October 1940
The USA player draws a common entry marker and adds it to the USA (Ge/It) entry pool.

Reinforcements
1x LND 3
1x Pilots

Force Pools
18x Ships (not counting CP or Tankers): 1x AMPH (3+3/4 BP 4 turns), and 17x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
6x Submarines: 5x SUB (1+1/2 BP 3 turns)
53 x Aircraft: 26x CVP (0/1 BP 4 turns), 10x FTR 2 (2 BP 2 turns), 5x LND 3 (3 BP 3 turns), 2x LND 4 (4 BP 4 turns), 3x NAV 2 (2 BP 2 turns), 5x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
9x Armor: 1x HQ-A (9 BP 4 turns), 2x ARM (6 BP 3 turns), 4x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
19x Infantry: 5x MOT (4 BP 3 turns), 5x INF (3 BP 2 turns), 1x MAR (5 BP 3 turns), 2x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
3x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns) and 1x 4.5 inch Gun (5 BP 3 turns)
2x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and Atomic bombs: 1x A-BOMB (1 BP 1 turn) (available 1945)
Pilots: 1x Pilot (2 BP 3 turns)

Construction pool
1x Carrier ~ Hornet [fd] (3 BP 6 turns) (enters the Construction pool)
1x Light Carrier ~ Langley [fd] (2 BP 6 turns)
1x Battleships/Battlecruisers ~ Wyoming [fd] (3 BP 6 turns)
Sub [fd] (1 BP 3 turns)

Production
Ships (Gearing limit 4)
From the Construction pool
1x Carrier ~ Hornet [fu] (3 BP 6 turns) (Reinforcement Sep/Oct 1941)
1x Light Carrier ~ Langley [fu] (2 BP 6 turns) (Reinforcement Sep/Oct 1941)

Infantry (Gearing limit 2)
1x INF (3 BP 2 turns) (Reinforcement Jan/Feb 1941)

Aircraft (Gearing limit 2)
From the Force pools
1x CVP (0/1 BP 4 turns) (Reinforcement May/Jun 1941)

Pilots (Gearing limit 2)
From the Force pools
1x Pilot (2 BP 3 turns) (Reinforcement Mar/Apr 1941)


10x BP used

Turn 7: September/October 1940
18x Ships (not counting CP or Tankers): 1x AMPH (3+3/4 BP 4 turns), and 17x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
6x Submarines: 5x SUB (1+1/2 BP 3 turns)
52 x Aircraft: 25x CVP (0/1 BP 4 turns), 10x FTR 2 (2 BP 2 turns), 5x LND 3 (3 BP 3 turns), 2x LND 4 (4 BP 4 turns), 3x NAV 2 (2 BP 2 turns), 5x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
9x Armor: 1x HQ-A (9 BP 4 turns), 2x ARM (6 BP 3 turns), 4x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
18x Infantry: 5x MOT (4 BP 3 turns), 4x INF (3 BP 2 turns), 1x MAR (5 BP 3 turns), 2x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
3x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns) and 1x 4.5 inch Gun (5 BP 3 turns)
2x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and Atomic bombs: 1x A-BOMB (1 BP 1 turn) (available 1945)
Pilots: 1x Pilot (2 BP 3 turns)

1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


--------------------------------------------------------------------------------------------------------------
Turn 8: November/December 1940
The USA player draws a common entry marker and adds it to the USA (Ge/It) entry pool.

Reinforcements
1x LND 3 (3 BP 3 turns)
1x Pilots

Construction pool
1x Carrier ~ Hornet [fd] (2+3 BP 6 turns) (enters the Construction pool)
3x Battleships/Battlecruisers [fd] (2+4 BP 6 turns) (enters the Construction pool)
1x Battleships/Battlecruisers ~ Wyoming [fd] (3 BP 6 turns)
Sub [fd] (1 BP 3 turns)


Production
Ships (Gearing limit 3)

Infantry (Gearing limit 2)

Aircraft (Gearing limit 2)

Pilots (Gearing limit 2)

Turn 8: November/December 1940
Turn 8: November/December 1940
1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


--------------------------------------------------------------------------------------------------------------
Production

Turn 1: September/October 1939
1x Carrier ~ Hornet (3 BP 6 turns) (enters the Construction pool Nov/Dec 1940)
1x Battleship/Battlecruiser (4 BP 6 turns) (enters the Construction pool Nov/Dec 1940)
1x AMPH (3/4 BP 4 turns) (enters the Construction pool May/Jun 1940)
1x ASW (2 BP 2 turns) (enters the Construction pool Jan/Feb 1940)

1x CVP (Reinforcement May/Jun 1940)
1x Pilot (2 BP 3 turns) (Reinforcement Mar/Apr 1940)

Turn 2: November/December 1939
2x Battleships/Battlecruisers [fd] (2+4 BP 6 turns) (enters the Construction pool Nov/Dec 1940)
1x AMPH (3/4 BP 4 turns) (enters the Construction pool Jul/Aug 1940)
1x SUB (1 BP 3 turns) (enters the Construction pool May/Jun 1940)

1x CVP (Reinforcement Jul/Aug 1940)
1x Pilot (Reinforcement May/Jun 1940)

Turn 3: January/February 1940
1x ASW (2 BP 2 turns) (Reinforcement May/Jun 1940)
2x Battleships/Battlecruisers (4 BP 6 turns) (enters the Construction pool Jan/Feb 1941)
1x ASW CV (3 BP 3 turns) (enters the Construction pool Jul/Aug 1940)

1x SUB (1/2 BP 3 turns) (enters the Construction pool Jul/Aug 1940)

1x CVP (Reinforcement Jul/Aug 1940)
1x Pilots (2 BP 3 turns each) (Reinforcement Jul/Aug 1940)

Turn 4: March/April 1940
1x Battleship/Battlecruiser (4 BP 6 turns) (enters the Construction pool Mar/Apr 1941)
3x Light Cruisers (1/2 BP 5 turns) (enters the Construction pool Jan/Feb 1941)
1x ASW (1 BP 3 turns) (enters the Construction pool Sep/Oct 1940)

1x LND 3 (Reinforcement Sep/Oct 1940)
1x Pilot (Reinforcement Sep/Oct 1940)

Turn 5: May/June 1940
1x AMPH [fu] (3/4 BP 4 turns) (Reinforcement Jan/Feb 1941)
3x Light Cruisers [fd] (1+1/2 BP 5 turns) (enters the Construction pool Mar/Apr 1941)

1x FTR 2 (2 BP 3 turns) (Reinforcement Nov/Dec 1940)
1x Pilots (2 BP 3 turns each) (Reinforcement Nov/Dec 1940)

Turn 6: July/August 1940
2x Light Cruisers [fd] (1+1/2 BP 5 turns) (enters the Construction pool May/Jun 1941)
1x AMPH [fd] (3+3/4 BP 4 turns) (enters the Construction pool Mar/Apr 1941)

1x INF (3 BP 2 turns) (Reinforcement Nov/Dec 1940)

1x CVP (0/1 BP 4 turns) (Reinforcement Mar/Apr 1941) if you get a CVP (0 BP 4 turns) save the 1 BP or build something else (like a saved oil marker or SUB).
1x Pilot (2 BP 3 turns) (Reinforcement Jan/Feb 1941)

Turn 7: September/October 1940
1x Carrier ~ Hornet [fu] (3 BP 6 turns) (Reinforcement Sep/Oct 1941)
1x Light Carrier ~ Langley [fu] (2 BP 6 turns) (Reinforcement Sep/Oct 1941)

1x INF (3 BP 2 turns) (Reinforcement Jan/Feb 1941)

1x CVP (0/1 BP 4 turns) (Reinforcement May/Jun 1941)
1x Pilot (2 BP 3 turns) (Reinforcement Mar/Apr 1941)





_____________________________

University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)

(in reply to composer99)
Post #: 264
RE: AI for MWiF - USA - 1/30/2013 6:45:01 PM   
Centuur


Posts: 8802
Joined: 6/3/2011
From: Hoorn (NED).
Status: offline
Personally, I think that you are using too much optional rules into your strategy. What happens with these building strategies when a lot of the optional rules are not in play? That makes a very different building strategy for the USA and the AI should take this into account.
I would suggest you make one, if all additional units optional rules, AMPH rules, break down etc. etc. (divisions, pilots, CVP's, CL, CX, ASW etc. etc.) aren't used. What would you build in those cases? Suddenly, it is a totally different game of WiF you're playing (and faster on the board too...).

_____________________________

Peter

(in reply to Extraneous)
Post #: 265
RE: AI for MWiF - USA - 1/30/2013 7:14:26 PM   
composer99


Posts: 2923
Joined: 6/6/2005
From: Ottawa, Canada
Status: offline
The other thing to note is about US entry.

The US cannot really plan ahead on US entry as it depends more on Axis and Allied activity than on the US' entry draws.

For example, in a minimal Sep/Oct 1939 the US has to plan to gain chits from a German declaration of war on Poland and lose chits from the CW/French counter-declaration and the USSR occupying East Poland.

But often Germany will declare war on Denmark and/or Yugoslavia and align Rumania and/or Hungary, and maybe even declare war on Netherlands - heck if the turn & weather cooperate, Belgium too. None of these are guaranteed chits but they might result in draws. In addition there is the possibility of chits gained or lost if Italy enters the war (either by going to war with, or being declared war on by, the CW and/or France, or some combination thereof).

In addition, the US is not likely to place all its drawn markers in the Ge/It entry pool each turn. If playing with the new Chinese cities there may be more opportunities to draw chits vs Japan when they occupy cities, but otherwise most chits drawn during the turn will be against Ge/It because they declare war on more powers, align more powers, and have more early-game effects (landing in UK, Allied minor support in Belgium or Yugo or Greece, conquering Suez, conquering or Vichying France, that sort of thing). So the US would expect to place some of the chits it draws at the end of the turn in the Japan pool.

_____________________________

~ Composer99

(in reply to Centuur)
Post #: 266
RE: AI for MWiF - USA - 1/30/2013 8:29:13 PM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
Neutral major powers can only save 1 oil per turn. (a correction, not a )

_____________________________

Paul

(in reply to composer99)
Post #: 267
RE: AI for MWiF - USA - 1/30/2013 9:16:29 PM   
composer99


Posts: 2923
Joined: 6/6/2005
From: Ottawa, Canada
Status: offline
IMO the US could do with fewer ASW builds in 1939-1940, especially before their first gear-up, and more transport builds (at least 1st cycle) - or at least ASW builds should be contingent upon confirmed Axis submarine production (after all, everyone's production, once complete for the turn, is fully visible). The US can look back at last turn's (or the last few turns') Axis production, note the extent of submarine production, and produce ASW accordingly - or not.

Of course, I'm not keen on recommending a fixed production plan for the AI. IMO better for the AI to have production that follows from its chosen strategic plan, as well as - particularly in the case of the Allies - such strategic plan/direction of the enemy as can be discerned.

For example, the US naval build programme should follow from:
(1) Reactionary/defensive builds contingent upon Axis production. More naval production by the Axis (subs, CVs, etc.) requires more naval production by the US to compensate
(2) US strategic planning - e.g. a Japan first strategy requires more early navy builds than a Europe first one does
(3) Timing - units, especially oil-dependent units, should arrive when the US is ready to use them (or at least to deliver them to a remote theatre) - so transports can show up as the US army & air force build up and need to be shuttled to Europe & the Pacific, amphibs can show up a turn or two before the US wants to go to war so they can be in place to launch invasions in theatre; another aspect of timing is of course how long it takes units to show up - so long-term builds (the combat navy with its 10/12 turn scheduling) has to be planned in advance
(4) The properties of units and their availability in the US' force pool
(5) Redundancy to account for losses

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~ Composer99

(in reply to composer99)
Post #: 268
RE: AI for MWiF - USA - 1/30/2013 9:30:02 PM   
composer99


Posts: 2923
Joined: 6/6/2005
From: Ottawa, Canada
Status: offline
Two things:

In my immediate preceding post I forgot to note the US also has to account for its lending to other Allies (which Allies and how much lending depending on options chosen and whether the US or the recipient is neutral or active).

And with reference to pauldernyck's post #267 - the amount of oil a neutral major power can save is also dependent upon optional rules in play.

If playing with synthetic oil plants (option #14), it costs 1 bp to put down a new saved oil marker, and neutral major powers have no limits to saving oil.

(I believe it is conventional for WiF players to omit both the 1 bp cost to lay down a marker and to continue to respect the neutral power limit to saving oil - just one more piece of tedious bookkeeping that MWiF will be able to do for players.)

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~ Composer99

(in reply to composer99)
Post #: 269
RE: AI for MWiF - USA - 1/31/2013 12:03:19 AM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
Yes you can play with any part or all of an option as players may agree and most don't bother with the 1 BP per oil marker. Although essentially it would mean the US can spend a BP for every extra 4 oil they can save, which will turn into a lot more BPs down the road, but early on they'll suffer from under-producing. The problem is if they can choose the entry option for Resources to Western Allies fairly early - that's where all the extra oil ought to go, especially since it does not need convoys to get to Canada.

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Paul

(in reply to composer99)
Post #: 270
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