ashkpa
Posts: 1507
Joined: 1/16/2014 Status: offline
|
Since this was set up as a learning game for Ronnie, I took some notes for him while playing. He is ok with me posting them here. I know there are better players out there who may have refinement for these notes as well. Here are some thoughts on the past game. Some of these are based on things I was taught over the last 20+ years of playing the game. * At it's core WIF is an economic game. You need to get resource to support your factories and troops (oil) and prevent your opponent from getting their full share. * Especially with PIF, you need to build fighters. There is often a fighter race, at the expense of LND and NAV bombers. If you get behind in this it can be hard to catch up. I know some who will advance build fighters to stay ahead of this race, though you see that more without PIF than with PIF. * CW needs to build TERR early to prevent Italy getting ahead of the curve in Africa (you can build other units, but I find TERR cheaper, though you often get them in the wrong place). As you found, it can be difficult to stop Italy from moving south. Once they take a few countries, they can use the new Territorials to continue the move south. Note, I have never achieved as much in that direction as I did in this game. * Keep fleet and air in the same sea-box, even if it means not going to the highest possible box. This is a rule of thumb and there are time when exceptions need to be made. Splitting them allows for your forces to be taken apart in detail if the opponent is lucky with search rolls. This happened to you several times and made it easier for me to keep your naval growth a bit in check. * I noticed you had not laid all the Hulls for your Essex carriers in '43. I will usually build all of the USA carriers as soon as possible (without advance building) through '43. I often don't lay any more Hulls in 44. In this case, without those carriers on the way, the Japanese were going to maintain parity with the USA through 44, which would have made future advancements difficult, especially once the recently build Synths came online and the oil shortage was alleviated. * Don't land too early in Europe. It often ends in disaster (as it did for your '42 invasion). It is better to attach the periphery and force the axis to divide their forces over a longer front. * Defend the Caucus' in the mountains. Start early to put your weaker units (3 and 4 strength land units down in the mountains defending passes that can only be attacked by one hex). I have learned to do that long before I think I might need it. After the land war with Germany starts, I will often put any rebuild 3 and 4 strength armies down there instead of on the front with the Germans. They are usually too weak to withstand a multi-hex attack in clear or forest terrain on the main front. * I tend to use Liverpool as my main port for the CW. It borders the Faeroe's Gap and the Bay of Biscay making it an ideal location for replacing CP lines. It is also a bit further from France and fighters defending it are also available to defend the northern factories in a Battle of Britain scenario. * Be very careful of any deals between RU and JP. Often, as in this game, RU is a main defender of China even if not at war, by forcing the Japanese to respect a potential war.
< Message edited by ashkpa -- 12/10/2017 3:35:07 PM >
|