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Allied Setup Videos - 12/8/2020 3:17:23 PM   
cbrandonellis

 

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For anyone interested, following the nice feedback on the Basic Tutorials I completed I'm now going through the Allied initial setup on a region by region basis. For these videos I am following the Kull Allied setup spreadsheet. Generally, I am discussing the region, going offline to set it up, and then coming back and discussing why we gave the orders we did. Hopefully, the videos will be useful to some of the new players we are getting with the current Matrix sale or could be interesting even to more veteran players:

Allied Setup Videos
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RE: Allied Setup Videos - 12/9/2020 3:14:12 PM   
streetsahead1985

 

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Awesome idea! Looking forward to it since your other videos are such a great asset for someone starting out like myself.

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Post #: 2
RE: Allied Setup Videos - 12/9/2020 5:26:00 PM   
Kull


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Nicely done. And I have no problem in the instances where your recommendations deviate from mine. There's probably 1000's of way to set-up the Allies, so I'm sure it's beneficial for new players to see some examples of that.

About the only quibble is that I saw a lot of air units set to upgrade automatically (i.e. whenever the pool has enough units of the upgrade type). I don't recommend this for any air units, really ever. As an example, those P-36 Mohawks in Anchorage could empty your pool of P-40Es in a heartbeat, and you are going to NEED everyone of those to make up for combat losses elsewhere. It's basically the same rationale behind not setting land units to auto-upgrade or reinforce, except it's even more critical with airframes.

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RE: Allied Setup Videos - 12/9/2020 5:50:13 PM   
Sardaukar


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There are many air units for Allies that can be used for pilot training and thus should not be upgraded. This is especially true with permanently restricted ones at West Coast. It'd be waste to give them "latest and greatest".

As Kull said, auto-upgrade can easily drain your stocks of e.g. P-40E where you really don't want to. You want your best planes in front lines, not in backwaters.

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Post #: 4
RE: Allied Setup Videos - 12/9/2020 6:14:58 PM   
BBfanboy


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quote:

ORIGINAL: Sardaukar

There are many air units for Allies that can be used for pilot training and thus should not be upgraded. This is especially true with permanently restricted ones at West Coast. It'd be waste to give them "latest and greatest".

As Kull said, auto-upgrade can easily drain your stocks of e.g. P-40E where you really don't want to. You want your best planes in front lines, not in backwaters.

One exception to this - In places on the front line where the local AF is likely to be doomed, you do not want to upgrade your aircraft to the latest and greatest.
For example, the P-26s, P-35s and B-10s in the Philippines should not be upgraded unless you buy them out and transfer them to Australia first. You get no more of those types of aircraft, so using up the inventory before they get destroyed on the ground is warranted. I have found that the fighters carry small bombs that can be deadly to Japanese merchant ships during an invasion. Get 3 or more of these little bombs on target and the fires will do the rest. This is better than replacing them with P-40Bs which carry no bomb.

In the DEI, there are a few bomber units which can upgrade to the B-25C in a few months, so if you can afford to buy them out and send them to Australia, do so. If not, leave them to fight with their existing bombers.

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RE: Allied Setup Videos - 12/9/2020 6:29:00 PM   
GetAssista

 

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quote:

ORIGINAL: Kull
About the only quibble is that I saw a lot of air units set to upgrade automatically (i.e. whenever the pool has enough units of the upgrade type). I don't recommend this for any air units, really ever.

Just about any upgrade option available for the Allies, be it airgroups, LCUs or ships, should be turned off by default and thoughtfully toggled afterwards on a case-by-case basis for optimal distribution of rather limited pools. Or for ships to not get stuck in dangerous areas.

(in reply to Kull)
Post #: 6
RE: Allied Setup Videos - 12/9/2020 8:33:20 PM   
cbrandonellis

 

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quote:

ORIGINAL: Kull

Nicely done. And I have no problem in the instances where your recommendations deviate from mine. There's probably 1000's of way to set-up the Allies, so I'm sure it's beneficial for new players to see some examples of that.

About the only quibble is that I saw a lot of air units set to upgrade automatically (i.e. whenever the pool has enough units of the upgrade type). I don't recommend this for any air units, really ever. As an example, those P-36 Mohawks in Anchorage could empty your pool of P-40Es in a heartbeat, and you are going to NEED everyone of those to make up for combat losses elsewhere. It's basically the same rationale behind not setting land units to auto-upgrade or reinforce, except it's even more critical with airframes.


Excellent point. That is something I usually do (with regards to those Mohawks in Alaska) and would have hopefully caught before I got too far down the road, but I will fix that right away. I appreciate the feedback and truly thank you for putting your spreadsheets together. They are really how I initially learned to play and think about the game.

(in reply to Kull)
Post #: 7
RE: Allied Setup Videos - 12/15/2020 4:37:33 PM   
cbrandonellis

 

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Bump. We have now set up and discussed Alaska, Australia, Borneo, Burma, Canada, Celebes and Ceylon

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Post #: 8
RE: Allied Setup Videos - 12/16/2020 2:41:41 PM   
Kull


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quote:

ORIGINAL: GetAssista

Just about any upgrade option available for the Allies, be it airgroups, LCUs or ships, should be turned off by default and thoughtfully toggled afterwards on a case-by-case basis for optimal distribution of rather limited pools. Or for ships to not get stuck in dangerous areas.


I've noticed that all your ships are also set to upgrade by default. As GetAssista notes above, that can be an issue when suddenly you have ships parked in frontline ports, slowly upgrading for a week or more, subject to air or amphibious assault the whole time. And there's nothing you can do to speed that up. It can also sideline an entire class of transports and escorts, usually when you least want that to happen.

A few other items:

- As you noticed, moving air units will sometimes leave damaged fragments behind. The good news is, you don't have to micromanage that. So long as the parent unit is within transfer range, the fragment will fly out to rejoin it, the turn after repair is complete.

- Be careful when adding airframes to understrength air units. For example, the reason I expanded those Canadian floatplane units to 8 instead of 12, is because the island Base Support units only have aviation support of 8. Expanding beyond the limit impacts repairability (and duration of repair) as well as flight ops (the numbers that can fly on any given mission). And in this specific case there's a limited number of Stranraer replacements, and it's a loooong time until those CansoA's become available. You were doing something similar with Rangoon, but there it's actually dangerous because that's a frontline base. So even though you'd like to load it up with fighters, the starting AV support is extremely low, and unsupported fighters will quickly pick up lots of unrepaired damage, and even things like the number which fly on any given CAP mission will be less than you hoped.

I don't often say "why" things are done the way they are in the spreadsheet - and kudos to you for taking on that mission - but there's usually a pretty sound underlying explanation.

< Message edited by Kull -- 12/16/2020 2:42:16 PM >


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Post #: 9
RE: Allied Setup Videos - 12/16/2020 2:58:41 PM   
RangerJoe


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Why is sometimes the hardest question to answer - especially by a child or a spouse!

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Post #: 10
RE: Allied Setup Videos - 12/16/2020 6:55:06 PM   
cbrandonellis

 

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quote:

ORIGINAL: Kull

quote:

ORIGINAL: GetAssista

Just about any upgrade option available for the Allies, be it airgroups, LCUs or ships, should be turned off by default and thoughtfully toggled afterwards on a case-by-case basis for optimal distribution of rather limited pools. Or for ships to not get stuck in dangerous areas.


I've noticed that all your ships are also set to upgrade by default. As GetAssista notes above, that can be an issue when suddenly you have ships parked in frontline ports, slowly upgrading for a week or more, subject to air or amphibious assault the whole time. And there's nothing you can do to speed that up. It can also sideline an entire class of transports and escorts, usually when you least want that to happen.

A few other items:

- As you noticed, moving air units will sometimes leave damaged fragments behind. The good news is, you don't have to micromanage that. So long as the parent unit is within transfer range, the fragment will fly out to rejoin it, the turn after repair is complete.

- Be careful when adding airframes to understrength air units. For example, the reason I expanded those Canadian floatplane units to 8 instead of 12, is because the island Base Support units only have aviation support of 8. Expanding beyond the limit impacts repairability (and duration of repair) as well as flight ops (the numbers that can fly on any given mission). And in this specific case there's a limited number of Stranraer replacements, and it's a loooong time until those CansoA's become available. You were doing something similar with Rangoon, but there it's actually dangerous because that's a frontline base. So even though you'd like to load it up with fighters, the starting AV support is extremely low, and unsupported fighters will quickly pick up lots of unrepaired damage, and even things like the number which fly on any given CAP mission will be less than you hoped.

I don't often say "why" things are done the way they are in the spreadsheet - and kudos to you for taking on that mission - but there's usually a pretty sound underlying explanation.


As always, very good points. I always assume you have a good reason for the moves you make and they are well thought out, and therefore am loathe to change them. Along those lines, in SE China I notice you leave forces near Wenchow and Chuhsien. I've always played by retreating them back over the river to the West. Do you consider that too much Sir Robin to move them in that fashion or are you looking at them as a speed bump against Japanese movements into the heartland of China?

(in reply to Kull)
Post #: 11
RE: Allied Setup Videos - 12/16/2020 7:08:39 PM   
BBfanboy


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Wenchow has HI and LI that generates supply and Resource centers in the hex too. Plus 6 Manpower points. That makes it a good place to make a stand and a place you don't want to hand over intact to the enemy. Fighting in a hex with industry can result in damage to the industry if your troops get evicted or destroyed.

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Post #: 12
RE: Allied Setup Videos - 12/16/2020 8:03:27 PM   
cbrandonellis

 

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quote:

ORIGINAL: BBfanboy

Wenchow has HI and LI that generates supply and Resource centers in the hex too. Plus 6 Manpower points. That makes it a good place to make a stand and a place you don't want to hand over intact to the enemy. Fighting in a hex with industry can result in damage to the industry if your troops get evicted or destroyed.


Fair points. I guess I always play so defensively in China, but as you say, if you are going to make some stands that is one place to do it

(in reply to BBfanboy)
Post #: 13
RE: Allied Setup Videos - 12/16/2020 9:10:52 PM   
Kull


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Good points by BBfanboy. Also, you can be more aggressive (or at least less fearful) when playing against the AI, and the spreadsheet assumes that's your opponent.

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