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Allies Questions- The First Turn

 
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Allies Questions- The First Turn - 8/1/2004 12:00:33 AM   
SunDevil_MatrixForum

 

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Hello,

Starting up a new grand campaign, as the allies and had some questions.

1. Noticed that a lot of planes in Pearl Harbor, and on the West Coast need to have replacements as their flight groups are not up to the maximum number. My last couple of games I just set all these planes to accept replacements, is that the right thing to do?

2. In China, there does not seem to be much support points for all those soliders and supplies do not seem make it to all the cities because by Jan 42 there are a lot of red numbers for supplies required. What am I doing wrong?

3. Training air crews, I have not seen the air crews experience rise much at all when set to training, do they need to be set to 100% in order to get their experience up to the default level of 60 to 65?

Thanks.

< Message edited by SunDevil -- 7/31/2004 3:26:38 PM >
Post #: 1
RE: Allies Day - Their First Turn - 8/1/2004 12:09:47 AM   
pompack


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From: University Park, Texas
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just my humble opinion

1) I turn off replacements and then turn them back on on a unit-by-unit basis as the pools build up

2) the first thing I do in China is to shuffle the HQ units around to even up the support pain. I keep entrenchment building off until the supply stocks build up and I dont start improving airfields until after that. I also try to avoid moving any inf unless its really critical. By Jan, I have supply levels in the black most places and then start thinking about what to do to irritate and annoy the Japanese.

3) The max training level is 60 (or maybe 59). Note that this maximum is applied per PILOT, not per unit so you can still get a gain in average experience above that max. That said, I train at 90% for averages in the 50s, 70% in the 40s and 50% below that. I don't have any real analytical reason for those numbers, they just feel good.

(in reply to SunDevil_MatrixForum)
Post #: 2
RE: Allies Day - Their First Turn - 8/1/2004 12:44:37 AM   
SunDevil_MatrixForum

 

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Thanks Pompaci

Anyone else, any other Allied Fan Boys out there, you guys can't all belong to the Japanese Fan Club.....

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Post #: 3
RE: Allies Day - Their First Turn - 8/1/2004 1:27:43 AM   
Nomad


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From: West Yellowstone, Montana
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SunDevil, I would be happy to give all the advice I have, but I have none. I am in the place you are, got some ideas but have no clue if they will work. I am hoping Mog or Frag will give you an answer so I can read over your shoulder.

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RE: Allies Day - Their First Turn - 8/1/2004 1:37:25 AM   
mogami


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Hi, As the Allied player on turn 1 starting at PH I begin combining groups to get a few full strength ones. My pools are large enough that in 90 days when they return they will be usable. I turn replacements off and then do selectiive builds where I have the type of aircraft. (So the West Coast groups are the last to get replacements)

In China I concentrate my avaition support (base forces) to bases more to the rear and in better supply. Then I spread my airgroups out among these bases. I dig in at bases that have their own industry/resource. I move reinforcements toward these bases.
Now understand I operate against the AI the same as I would against a human. I don't look for ways to fool either.

I fight in the SRA where I can and run from where I can't. I defend Singapore. Singapore defends India by not surrendering early. (and releasing all those Japs to head elsewhere.) I plan on using reinforcements to stop the Japanese in Burma but I plan on not holding Rangoon (and then I try like Hell to hold Rangoon)

Try to cost your casulties but yield nothing where you can extract a price higher then what you lose. Or at least get as much as you can. The Japanese are trying to score 3x what you score. Airgroups placed at Singapore can do alot of damage and slow the Japanese rate of conquest by a lot. They are also fairly safe as long as you have either an escape route for them north via Rangoon or South via Java and bases beyond to Australia.

Keep your ships out of enemy air. But keep them ready. The Japanese have a mighty force on hand but it can't do everything at once or be every where. If the Japanese are using their log range bombers for port attacks or airfields attacks you might be able to slip a surface TF in here and there and get a few lick in on undefended transports. (bombarding a port full of ships can also cause the Japanese player some grief.)

It's very tricky. You are looking to even up the game and there are two ways to do it.

Save everything a wait for replacement/reinforcement. The easist method to plan but also the most dangerous as it allows the enemy a free hand and he still might force you into fighting somewhere on his terms and ruin all your progress to that point.

You can fight and look for ways to inflict more then you suffer. This is easier then it sounds because most of this stuff has no value later in the war. Just don't go crazy. Take your time and plan what you are going to do. I mean exactly what you are going to do. Don't "Easter Egg Hunt" By that I mean form a TF of ships at a base simply because they are there and then go looking for a fight. First collect your force at a secure location. Then look for enemy mistakes. Move rapidly to exploit them and then rapidly move to safety.

Go where the enemy is weak. You know what to avoid. Large concentrations of long range bombers. Ships in numbers and class more then you can engage with a reasonable chance to inflict more then you suffer and of course keep your eye on the enemy CV.

In places where the Japanese do not provide aircover your airforces are just good as theirs. You'll sink his ships, kill his troops and damage his facilities. Consider moving the B-17 from PI to Singapore. (Palembang in 360 miles away the greedy Jap that grabs Palembang rather then securing the air will regret it)

When you are smaller then the enemy you are left with only 1 option to equalize. Be faster! Avoid his heavy punches and land your little taps. You'll get stronger and your taps will become hammer blows. Before the war is over you'll see the enemy tail. Don't be ashamed to show him yours early and often. One day he will plan for your flight and find out he has made an error.

Take the time early in the game to carefully set up your logistical networks. It is the frame work you will build on later. The stronger you make it now the more it can support later.

< Message edited by Mogami -- 7/31/2004 6:41:43 PM >


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I'm not retreating, I'm attacking in a different direction!

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RE: Allies Day - Their First Turn - 8/1/2004 2:05:42 AM   
SunDevil_MatrixForum

 

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Thank you Mogami, do you have any advice for training planes, aka what training level do you set?

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Post #: 6
RE: Allies Day - Their First Turn - 8/1/2004 2:14:48 AM   
mogami


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For the Allies? I send them to the front. Allied pools are large enough and the pilots placed into the pool get better over time.

The ALlied airgroups are just as good as the Japanese Army Airgroups. The USN is very good. If you find a unit with pilots below 50 be carefull. Train it once it gets near to where you want it. (The last base before it will be at the front) Count the pilots below 50 and set to the percent level they make up in the unit. (If you have a 48 pilot fighter group and 12 pilots are below 50 set it to train 30 percent. But I plan on taking on those 27 plane IJN Daitai with 48 plane groups. I can supply and support my groups better (I think)

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Post #: 7
RE: Allies Day - Their First Turn - 8/1/2004 7:41:47 AM   
SunDevil_MatrixForum

 

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bump for any allied fan boys who want to add anything.

(in reply to mogami)
Post #: 8
RE: Allies Day - Their First Turn - 8/1/2004 2:59:04 PM   
Andy Mac

 

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I am at Dec in my 1st PBEM and I echo the comments above.

My comments may turn out to be meaningless but hey here goes a few general points from my 1st game;).

Try and fight for Tavoy giving that airfield up to early is hard on Allies.

USAFFE Fighter gps can make a huge difference to Rangoon/Singapore allowing slow replacement Buffaloes to evac to India and allowing AVG in Jan to go back to China. (you can always send US Gps to to Oz later).

Dont spend to many points quickly 400 ish pp points will release an Aus Bde you need that inf in SOPAC <assumes house rules re no use of 3rd NZ/ 2nd USMC Div)

The Aus Armd Regts are good bang for PP buck in early game if you need assault points on Nomou/ PM to try and stop raids.

Dont be to quick to upgrade all of AVG to Warhawks the extra range on Tomahawks is great for LR CAP

Dont overcommit to trying to defend Lunga in Dec I did and am paying for it.

Protect Suva two base with good airfields and an Inf Bgde garrison on day 1 is a good spot to hold.

Dont forget to move some Chinese SE Asia divison to Lashio on turn 1.

Don't try to rebuild all understrength Indian Divisions at once. At most rebuild 1 its all your replacements will support. I split rest into Bn size gps to defend India and provide raid protection against Jap Paras or Sub transport units.

i.e. 1 Understrength Division can garrison 3 Indian bases.

Keep one elite UK Div in India 18th UK should stay on Indian rail network until 2nd UK arrives.

Evacuate any Inf Bgd that gets mauled in Malaya. The will not recover quickly enough to meaningfully impact on defence of Singapore and disabled squads can recuperate in India.

When Singapore is near collapse use yer Dutch patrols to evacuate cadres of Base foces especially naval ones and ISF forces. They will rebuild in India reasonably quickly allowing release of Indian Base Forces to Burma.

Also evac cadre of Malaya AG HQ a command HQ usably in Burma is very usefull for transferring supplies to Mandalay and preventing stockpiling in Rangoon.

Anyway thats my tuppence worth...

One of the more experienced players care to correct any of my more obvious mistakes

Andy

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Post #: 9
RE: Allies Day - Their First Turn - 8/1/2004 3:27:31 PM   
carlos

 

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Instead of training I normally check which bases are repeatedly attacked by long range bombers without escort, or with only a few Nates escorting. Thats where I put the fighter groups that are low on experience. Any modern fighter group (Hurricane, Warhahk etc...) gains experience really fast that way

Carlos

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Post #: 10
RE: Allies Day - Their First Turn - 8/1/2004 3:27:56 PM   
siRkid


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From: Orland FL
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quote:

Also evac cadre of Malaya AG HQ a command HQ usably in Burma is very usefull for transferring supplies to Mandalay and preventing stockpiling in Rangoon.


Very nice I had not thought of that.

_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


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Post #: 11
RE: Allies Day - Their First Turn - 8/1/2004 3:36:43 PM   
siRkid


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In addition to above:

There is a B17 Group in the US assigned to Southeast Asia. I ferry it to India. It takes a few turns and you lose a few along the way. Once there, I let it build up and use to to harass the enemy ports and resource centers. This forces the Japs to spread out some of his fighters to protect these bases and cities.

Remove as much resources and supplies from the SRA as possible and send them to Aus.

Send supply TF from India to Aus starting on turn one and about every five turns after. I put 5 7K Ak in each TF. After about 60 days, you'll have plenty of supplies in Aus.

Most Japanese players like to steam roll the Allies early in the game. When they do this they do not protect their bases very well. A few Dutch raiders on subs can cause major problems for the Japs. I like to sneak them in and take resources centers forcing the Japs to re-take them and damage then again.

_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to siRkid)
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