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RE: AI for MWiF - France

 
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RE: AI for MWiF - France - 7/21/2007 5:12:15 AM   
brian brian

 

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I think you are way undervaluing the idea of Free France in Indo-China. Doing that wrecks Japanese expansion plans quite well. Forcing the enemy to something they don't want to do is excellent military strategy. By the time Japan is ready to deal with Indo-China it is simple to have a GARR, INF, and ART waiting for them in Hanoi, with another nifty GARR stacked on Saigon, both now primary supply sources, and perhaps a bit of flank support for Hanoi (TERR+ART) and the Japanese might never dig them out. Some of the best 12-15+ BPs you can spend on defense against Japan. I admit Indo-China is a bit less defensible on the new map but jungles and rivers still make for pretty good flank defenses for Hanoi and Saigon. Without taking the flanks first the Imperial Guard might hit a lucky '14'; taking the flanks first uses up more of Japan's offensive time-table.

Leave 'Dug-Out Doug' in jungle Manila (the Japanese aren't good at flipping enemy units), maybe back him up with a risky no-return TRS reinforcement mission after DoW (1941 elite INF + TRS from Dutch Harbor), put a couple CW white-prints and the Royal Engineers in Singapore, and the Japanese have to spend nearly their whole war in the stormy, short-turned South China Sea zone, and India, Australia, and Pearl Harbor are perfectly safe.
Recall too that there is only a 20% base chance of Indo-China going Free, and making it a 5% possibility means it would only happen in 1% of games - a lot of players would never see this happen, ever. In my opinion, if you want to make the AI tough, let it pick this a lot more. If you don't believe me, 'make it so' in one of the playtest games and see how the Japanese player feels about it.

The downside is Japan will probably eventually succeed in conquering Free France and their force pool disappears again, most likely in 1942, possibly in 1943. It is worse in 1943 for the Allies definitely but still perhaps worth it in my opinion. This has an easy work-around - leave all the French lend-lease planes in the Lend-Lease pool until it happens and then move them to the force pool and your Free French air force for the 1944 campaign in Europe is ready to go. I will admit I'm not positive that is completely right on how the LL Pool works but that is how we play it. Since Free France can only put one unit a turn on the map, and there are more than six good units in each year's addition, I don't mind the temporary force pool drop.

I'd leave the starting INF in Algeria every time unless Germany sets up an obvious and heavy France First attack, then it is a decision to make. If France thinks it needs the INF, have the CW AI cover Algiers. Another factor is whether the French drew the Algerian TERR or not. Italy can easily attack Algeria against France only and it probably won't be over-land from Libya. Without CW CV support the Italians can easily bomb the French Navy most any impulse they are at sea together, save for the occasional unlucky search dice combo. Once Rommel & Guderian come knocking it's not so easy for the French to handle the Med defenses, that's Admiral Cunningham's department.

Put the French CP in the Cape St. Vincent and Bay of Biscay and possibly the Med if choosing that route. Take them as losses. I don't see any downside - what decision is there to make? It is not historically elegant but when do human players make game decisions based on how historically accurate they will be? Send a cruiser or two in to the Baltic? Why the heck not? The decision to be made is by the German AI - can it afford a combined later in the S/O 39 turn, and should it even deploy the German CP at start? Even if the Germans don't set up the CP, send the cruisers anyway. Again you would be making the Axis do something it rather wouldn't - using escorts (NAV-3 maybe?) in the Baltic instead of the North Sea where there are all these nice British transports to attack.

(in reply to Shannon V. OKeets)
Post #: 121
RE: AI for MWiF - France - 7/21/2007 6:09:53 AM   
Shannon V. OKeets

 

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Brian,

I really like your take on Algeria. If the territorial is there, the infantry is free to go to Metropolitan France. Against a France First strategy, also bring it back home. Otherwise I think I'll leave it in Algeria 50% of the time. My purpose here is not necessarily "best play", but diversity in play.

I hadn't done the math on the French Indo-China probability. How about 50% of the 20% of the time it comes up? That makes it a 1 in 10 shot. I'll look into the Syria probabilities too.

Ok, I'll put your vote down for deploying French convoys at high risk - 100%.

How do you feel about French-CW trade agreements?

_____________________________

Steve

Perfection is an elusive goal.

(in reply to brian brian)
Post #: 122
RE: AI for MWiF - France - 7/21/2007 8:24:57 PM   
brian brian

 

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I like a healthy trade between the two, maximizing the CP available to carry it. A lot of CW resources > France in N/D, J/F, and M/A; a lot of French BP > UK from M/J onwards. It puts a pinch on initial CW builds somewhat but then in the summer of 1940 they can afford nice luxuries like an ARM. By taking advantage of the better French Production Multiple once the Germans cross the border you can create quite a net gain in total Allied BP. It's gamey as can be but we are playing a game after all.


Syria seems interesting because you can deliver more BPs there than most of the other possibilities, in theory. The problem is it is far from the sources of the BPs, and secondly since FF can only put one unit a turn on the board, this isn't as valuable as it seems.

I think you'll need to make the FF Home Country selection a system of priorities & probabilities based on the subset of Free French minors available to pick from in a given game. For exampe, if both French West Africa AND French Equatorial Africa are Free (with no other choices on the list), Senegal is the obvious choice without need for a probability influence to pick anything else; Senegal is that good of a choice in that case.

< Message edited by brian brian -- 7/21/2007 8:32:46 PM >

(in reply to Shannon V. OKeets)
Post #: 123
RE: AI for MWiF - France - 7/21/2007 8:31:04 PM   
brian brian

 

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Oh and I put in a call to the Rules of War lawyers in Geneva (I looked it up in the rulebook); and we have been doing the FF change Home Countries wrong in my somewhat local game (two hour drive each way). Anyway, when a Major Power is incompletely conquered, all of it's units "not on the map" are removed from the game, not just unit's in it's actual Force Pool. So a Japan conquering Free Indo-China in 1943 would mean there wouldn't be very many Free French around until mid-1944, unless Uncle Sugar Daddy splurged on advance building them. But if Japan waited until 1943 to finish off Hanoi, perhaps by then the Yanks &/or Tommies could contest that.

(in reply to brian brian)
Post #: 124
RE: AI for MWiF - France - 7/21/2007 8:44:12 PM   
Shannon V. OKeets

 

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I might have posted this before (and I haven't updated the probabilities for French Indo-China and Syria yet). This is the current section in the French strategic plan on how to choose a new home country.
=======
1.9 Choose new home country (1 Re)
1.9.1 General Principles
∙ The new home country for Free France should be chosen such that: (1) France can not be conquered a second time, and (2) from which it can go on to the offensive.

∙ In order to build Free French units, the new home country needs a lot of lend-lease. Therefore the country’s distance from the USA is important, because that will most often determine how many convoys will be required. Also, the capital should contain a major port.

∙ Preventing the conquest of France second time is very important, since then its future force pools will be halved again, and its current force pools will disappear. This will make Free France much less useful.

∙ French troops and planes are very important in Europe in 1944-1945 and if France is conquered a second time, those units will be few in number.

1.9.2 Primary Decision Process
∙ Hard code the priority order for choosing France’s new home country as: Senegal, Ivory Coast, French Guinea, Mauritania, Gabon, Gold Coast, Togo, Dahomey, Cameroon, Middle Congo, Morocco, Tunisia, Algeria, Syria, and Indo-China.

∙ As an alternative to the hard coded priority order, add randomness to the selection so that there is a 3% probability of choosing Indo-China and 6% of choosing Syria. This assumes that these countries are Free French, otherwise the question is moot.

1.9.3 Indo-China
1.9.3.1 Indo-China Advantages
∙ Putting the Free French Home Country in Indo-China is an immediate thorn in Japan’s side. A major port on the South China sea zone in Allied hands is something the Japanese cannot tolerate. This is especially true for a major port that is also a supply source for the USA and CW.

∙ If Japan moves to take Indo-China, then the USA enters the war quickly.

∙ If Japan doesn’t move to take Indo-China, then the CW can easily send Indian and Australian production (and maybe some Chinese) to the Free French in Indo-China. Soon the Japanese will be looking at strong French INF and GAR units, and long-range FTR of cutting-edge American design adjacent to an important sea area.

∙ Without the optional oil rule, the Free French in Indo-China are even more dangerous to the Japanese.

∙ This adds Saigon and Hanoi to the list of Manila, Singapore, and Batavia that the Japanese need to take early in their attack on the CW and the USA.

∙ It will not be easy for the Japanese to conquer Indo-China, and that will cut into their plans to attack elsewhere.

∙ BPs spent delaying the Axis and making them risk casualties are not BP's wasted.

∙ The 7-1 and 6-1 GAR units and the 5-2 ART, permanently in supply and reorganizing at the end of each turn, can keep the Japanese busy for a while. The Japanese have trouble disorganizing enemy units.

∙ Saigon is an even better location for the White Print CW GAR units than Singapore since until Hanoi falls, they stay in supply.

∙ Though the French force pool at the time disappears, Free France only gets one unit per turn which is just six units per year. There will still be plenty of Free French units to use in Europe later on. Keeping important units out of Indo-China is possible and so is waiting to add the American Lend-Lease planes to the French force pool.

∙ 8 BPs spent in Hanoi help to defend Australia and India. If the CW can afford a Free French unit per turn one can always be taken out of Indo-China for use later.

1.9.3.2 Indo-China Disadvantages
∙ There are potential benefits in the short run, but in the long run it is wasteful because Indo-China is impossible to hold.

∙ Nothing can resist the might of the IJA and IJN on the coasts. The French will be crushed, whatever they build. The time that Japan loses on the French will be regained when they battle the British and USA.

∙ The Free French need a lot of BPs and the CW will have to provide them.

∙ All CW production that is sent to the French will be lost BPs, and reduce the CW war material, which will be missed later.

1.9.3 Syria
1.9.3.1 Syria Advantages
∙ A lot of build points can be delivered to Syria.

∙ Syria can serve as a supply source for CW units.

∙ Provided that Suez is held, oil can be traced through Africa.

∙ Provided the USSR has taken Persia, oil can be traced through Persia, the USSR, or to Burma.

1.9.3.1 Syria Disadvantages
∙ It takes a lot of convoys to build a convoy pipeline to Syria. And that pipeline is needed to deliver BPs to the Free French.

∙ The Axis can conquer Syria relatively easily unless Germany is heavily involved in the USSR.

∙ If playing with oil, the CW units will need oil for reorganization, which may be hard to acquire in Syria.
=============

_____________________________

Steve

Perfection is an elusive goal.

(in reply to brian brian)
Post #: 125
RE: AI for MWiF - France - 7/21/2007 9:20:16 PM   
brian brian

 

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yes, I think you did post that before, so as usual you are already on top of our suggestions. I think you can strike some countries from the list though - if French West Africa goes free, pick Senegal. There would be little point to picking one of the other countries in F.W.Africa, aside from maybe the extremely rare case of the Libyan 'Camel Corps' 1-4 TERR threatening it. It would add variety to pick Ivory Coast or something, but not beneficial variety. It is similar in French North Africa - Morocco trumps Tunisia quite thoroughly, but choosing between Morocco and Algeria is an interesting choice.

and of course Indo-China doesn't have to be the FF Home Country to annoy the Japanese with it, but it is not as annoying when not a supply source.

so in other words, perhaps you can pick by group of Territories, and then pick from within that group.

< Message edited by brian brian -- 7/21/2007 9:22:30 PM >

(in reply to Shannon V. OKeets)
Post #: 126
RE: AI for MWiF - France - 7/22/2007 12:27:25 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: brian brian

yes, I think you did post that before, so as usual you are already on top of our suggestions. I think you can strike some countries from the list though - if French West Africa goes free, pick Senegal. There would be little point to picking one of the other countries in F.W.Africa, aside from maybe the extremely rare case of the Libyan 'Camel Corps' 1-4 TERR threatening it. It would add variety to pick Ivory Coast or something, but not beneficial variety. It is similar in French North Africa - Morocco trumps Tunisia quite thoroughly, but choosing between Morocco and Algeria is an interesting choice.

and of course Indo-China doesn't have to be the FF Home Country to annoy the Japanese with it, but it is not as annoying when not a supply source.

so in other words, perhaps you can pick by group of Territories, and then pick from within that group.

I prefer the hard coded list - in priority order. To that there is the randomness of French Indo-China and Syria. I do not see the Axis being able to do anything in anticipation of/knowing which new home country the AIO would like to choose. The randomness of which countries go Vichy/Free French makes that somewhat unpredictable anyway. And as you said, the differences within each group are small, so we might as well take whichever one has the slightest edge. At this point we are slicing the preferences so very thin, I simply don't care, and would prefer to put more effort into decisions that could stand vast improvement.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to brian brian)
Post #: 127
RE: AI for MWiF - France - 8/7/2007 12:21:09 PM   
bj_rohde

 

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quote:

ORIGINAL: Shannon V. OKeets

I meant to add:

As currently coded, breaking down an infantry corps doesn't make it available to be built again. Instead it goes into a broken down pool. Only after 2 divisions get destroyed, does the corps go back into the force pool.


This may have been discussed elsewhere, but since this is the first time I've seen this issue, I just feel the urge to take it up. (Having a bad case of Rules-Lawyerism - or is that Rules-Lawyeritis? - today, I'm afraid...)

Since you draw the corps/army randomly when you reform from the divisions, should not the broken down unit go back into the force pools? RAW seems not to explicitly state this, though, so I'm far from sure of this.
Only want the game to be as good as it can - and as close to the boardgame as possible.

Oh, and since I may not have said this before: Keep up the excellent work you guys have done so far!

Bjarne

(in reply to Shannon V. OKeets)
Post #: 128
RE: AI for MWiF - France - 8/7/2007 9:05:40 PM   
Shannon V. OKeets

 

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Thanks.

There will be two sets of rules for breaking down and reforming units, depending on whether the Unlimited Breakdown optional rule is selected. If that option is off, then the rules will follow WIF FE.

With it on, however:
1 - The corps/armies that are broken down will be placed in their own pool (BreakDown Pool).
2 - Divisional units will come in two flavors: (Vanilla) those that are part of the WIF FE counter mix and (Lime) those that are created on-the-fly when a corps/army is broken down.
3 - If a divisional size unit is built, it will be selected from the Vanilla group. If there are no divisional units left in the Vanilla group, then divisional units of that type may not be built during production.
4 - If a corps/army is broken down, then 2 new Lime divisions will be created. (I chose Lime as a descriptor for no particular reason).
5 - When Vanilla divisions are destroyed, they go back to the Force Pool.
6 - When Lime divisions are destroyed, they go into the BreakDown Pool.
7 - The type and strength of the Lime divisions created for each corps/army that was broken down are noted and if matching Lime units (not necessarilay the same units) appear in the BreakDown Pool, then the corps/army is automatically reformed and transferred to the Force Pool.
8 - Reforming divisions into corps/armies can only be done using Lime divisions that match those created when the corps/army was broken down. Precisely which unit is selected will be random. Note that there is no possible loss of strength here as there is in WIF FE.

This design permits the player to break down his corps/armies (though only for major powers) at the expense of losing corps/army units from his force pool. The 'manpower' levels for each major power remain more or less the same. Basically, the player is able to spread the strength of his army more thinly to achieve various objectives, but at the expense of weakening it. That's because two divisions are no more than half the strength of the corps/army from which they came.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to bj_rohde)
Post #: 129
RE: AI for MWiF - France - 8/7/2007 9:40:54 PM   
macgregor


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I've often wondered, where does the other half of the value go? Is the corp commander holding back the assets for his next assignment? Wouldn't they just be divied up by the divisions? That rule never made sense to me.
Oh well, this point is probably way to moot to be discussing now. The answer goes back to Harry I'm sure.

(in reply to Shannon V. OKeets)
Post #: 130
RE: AI for MWiF - France - 8/8/2007 2:47:03 AM   
Neilster


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quote:

ORIGINAL: macgregor

I've often wondered, where does the other half of the value go? Is the corp commander holding back the assets for his next assignment? Wouldn't they just be divied up by the divisions? That rule never made sense to me.
Oh well, this point is probably way to moot to be discussing now. The answer goes back to Harry I'm sure.

I think essentially it's based on the principal that the various components of military formations are designed to work symbiotically and to do so under a unified command and control system. If the unit is broken up this symbiosis starts to fall apart and command is disrupted, so even though the sum of the numbers of men and machines in the broken-down units equal that of the original, together said units lack its capacity for combat.

Cheers, Neilster

(in reply to macgregor)
Post #: 131
RE: AI for MWiF - France - 8/17/2007 8:53:07 PM   
npilgaard

 

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Old list-posts on FF:


quote:

Post:


Bryce, 68801

"3) I'm not quite sure about your final point about subsidizing the French with US/British builds. If by this you mean early war production while France is still alive, then I have no beef. If you mean Free French, then I have a very big beef.

Any FF unit you construct is infinitely more valuable than one of the same type that you field. A French Amph is worth its weight in gold. Ditto for FF Lnd4 or practically any other unit. The reason is that their quality is better (or worse), its that they are essentially ACTION UNLIMITED units.

Many CW players build a couple AMPH early on, or at least start them. In late 1940, if you start 2 more AMPH but this time they are French, well...its not as though you aren't getting what you paid for, i.e., your 3rd and 4th AMPH units. But man, these units don't take your actions...suddenly, the CW can do its naval on the first impulse, with the FF sailing on those turns the CW does a land impulse. Their ability to make your units more effective is incalculable.

I often thing the most overlooked weapons in the western arsenal are:
+ FF ATR
+ FF AMPH/TRS
Never having to fly or sail out the units for your paradrops/invaders
is just too cool for school. But it takes dedicated lending to
accomplish this."


quote:

Post:


Bryce, 68813 :

"> And as far as part 3, regarding the Free French, I also agree. I
>tend to get stuck with ****ty FF homecountries like Syria and
>Madagascar (Even Equatorial can be tricky to get BPs to) but when I
>can I like to beef up the FF.

Hmm...Syria is one of the best possible FF HC you can get, next in importance to Morocco or maybe even better. Here's why:
+ 1 Iraqi oil for free, along with Persia if not taken yet.
+ Primary supply for the Middle East
+ Easy to send BP to it from India (particularly after Barb)
+ FF army shows up in masse there on creation
+ Multiple cities.
+ The FF reinforcements show up exactly where you need them.
+ Entrance into USSR after Barb begins (troops, BP, resources, etc.)

In most cases, the Axis take out France while having concentrated on Tunisia, Algeria and Morocco. Operations in the Eastern Med are possible but more risky in this time frame (only 7 CP, remember?). So chances are France fell but Syria is alive and Axis forces in the area are small (standard Libyan force).

I normally save a few BP in India for just this possibility. If I get Syria I can ship them some BP each turn. Wavell and the army are immediately positioned to fight sure, but Damascus is FAR more vital than Suez. As long as I can hold onto Syria I can and will station a large RN force there to challenge the Italian navy (how often can they seize Suez AND Gib this quickly?). I mean it, I'll fight to the death for the capital, and the buggers will be worried about supply the whole darned time.

Depending on the situtation, I will either start the FF factory immediately or get more troops/AC going. The advantage of just building FF AC alone (FTR w/ excellent range) is fabulous (RN fighting
from the 2 box with good air cover); those 2-3BP/turn will be my contribution to the Middle East, my other buids will go elsewhere. If I'm worried I can even build some forts.

My point is that a Syria defended to the death can stuff Axis plans in the Med. It can be VERY ugly, but your CW player has to have to stones to trade units for it."


quote:

Post:


Steve Fowler 67771 (quite gamey tricks - I don't really like them, but some player uses them):

"2. If possible, try to place any non-capital ship naval assests in a position where they have the highest percentage of turning FF. This will require that some units (CPs for example) move away from the French homeland two turns prior to the fall of Paris.
-- Actually, you setup Vichy during the Peace step. To save part of the naval assets, you just need to rebase them to French minors during the RTB phase. You should therefore have your non-capital at sea the last turn.
It may be a problem to reorg them if you're playing oil.
Also you change control of French hexes after determining which territory goes FF. Have some capital ships in Brest. They'll have to rebase to the nearest Vichy or FF port. If you happen to have Morrocco FF (10% chance, but who knows), these ships will rebase to Casablanca and become FF.

3. The French player should rail out or destroy any blue factories in Metropolotian France so Vichy cannot make use of them.
-- I do that too. If Vichy becomes active, Axis can LL potential extra resources and have all Vichy factories produce for them. (gamey but legal).
Also, there's the Bordeaux trick. Send factories to Bordeaux. Put a couple of CV corps there before France fails. Germany will have a tough time taking the hex. I think there are circomstances when the railed factories can be reverted to Free France (gamey but legal)."


quote:

Post:


Michael Young 67773 :

"A lot of advice will vary depending on whether or not you are using LOC Vichy rules. However, some things are generally true.

2. If you are planning on France falling instead of pumping every possible resource, build point, and CW unit into keeping France alive, then....build the French MAR and their DIVS, shipping them along with the MTN to places where they might be Free.

3. Determine ahead of time who is going to be responsible for sending the FF build points. If its the US, then Equatorial Africa is good for the capital.
If it is the CW, then Madigascar is close to both India and South Africa. Either way, I think a factory is a good idea, and if you are using an oil rule, their SYNTH.

4. I prefer to build French land units over air units and let FF take a land with CW combined, giving a good mix of ability. A TRS or AMPH is nice, to go along with the naval assets you got away with.
5. If Syria is Vichy, consider getting the CW to take it, so Germany won't get the Iraqui oil, and sink the Vichy convoys to deny them Senegalese or Algerian resources. Vichy can become a big bank of saved BPs otherwise.

Which minor is the prefered choice for the Capital of FF?
--- This is linked to LL. You want a capital where it won't be too painful to send BPs. Senegal, if you happen to get it, is great. Second choice would be French Equatorial Africa.

Once FF is established, how does one go about getting them some production? Is loaning the prefered method or loaning enough to build a Factory the way to go?

--- If you can easily ship a resource to the capital, building a factory is a long term, solid investment (RoI in 43).
De Gaulle is expensive and not that useful before 44. I wouldn't build it except for the panache.
My favorite builds would be auxiliary units for CW. Whatever the CW can't do because of action limits. Sometimes, making a TRS or an AMPH is good. Even a few CPs can be precious. Other times, you want PARA, MTN, MAR DIV. Usually, the great fighter race between Germany and CW/USSR makes FTRs useless (there are already too many on board), but TACs can be nice."


quote:

Post:


Bryce, 66003:

"I ALWAYS purchase the Marine in JF40. If it arrives in time and can be evacuated to Gabon, it will become the most powerful unit in the Allied aresenal.

Why is this unit so nasty? Here is an example: Germany does a VF level 3, with 3 concessions, and grab one boat. The FF DoW VF. Its only hostile on a 10, on a 9 or less it doesn't care because the loyalty is 7 and the FF have a -4 bonus.

Then the FF invade someplace like Syria. They invade from a massive Brit fleet in the 1 box, stepping off of a TRS. Its rain. The notional is huge. IT DOESN'T MATTER. The FF can auto-invade from the 1 box no matter what. VF controlled units stacked in the invasion hex will automatically join up.

As the Axis, NEVER let the FF gain this unit. It can do untold damage in a few moves, like an early version of the air cavalry."


quote:

Post:


Bryce, 65792 :

"If there is one thing this particular game proved to me, Steve, it was that FF is the CW's 'third arm'. Feed your FF well. Yes its a pain, but nurture the little suckers. Always have them build 1 CP per turn in one of their minor countries each turn. Get their factory going.
Give them some LL to build the needed land or air or even naval unit.
Even after that, the US and CW should continue to give them enough BP to get out the FF chrome.

In terms of action limits, each FF unit is worth twice what the equivalent British unit is worth. Of particular power are FF HQ, FF Atr, FF Marines and FF Para, guns, Eng. If you have BP, build these units before you build your own. Trust me on this one.

When the German manages to pound your CP lane but you need to dress your line in France, or worse, invade Sardinia/Sicily before the invasion window closes, the FF CP sail into the gap, and you blow a bloody hole in Sardinia.

Or the FF CA initiates a combat between the RN and the sortied Kriegsmarine, while you do your planned air raids over Dresden.

Or the FF Para and Marine invade off of a British fleet, while you do a naval to cover your convoy lanes.

Or a FF unit and AT gun walk into an Allied hex the Germans just assaulted but failed to take, allowing the CW to do another air instead.

Or the FF Atr flies your Commandos into battle.

Or the FF Amph and Trs sail out to join your fleet, allowing you to choose a land and invade with an OC.

Late war, the FF (if you've geared them for air production) will field a large force of very nasty groundstriking bombers, freeing up your air missions for more needful things.

Let's put it this way: the way to dismember Russia is for Germany to do lands while escorted by Italian AC on air impulses. My last Germany sure we had ferocious luck, but Dave S. can attest to the 15 Italian AC flying cover for the German armies in the Ukraine. It meant I never had to stop, catch my breath, rebase planes to the front and go again.
It meant that I could use my rebases to get my short legged Stukas to the front so they could ground strike unescorted on the 4th or 5th impulse when the skies were empty of Russians. It meant I could try to attack every impulse. Worse, it meant that after an impulse or two, no Russian planes were left to counter the Italians that kept unflipping and going again. If you've ever seen this as a Russian, you don't want to see it again.

The standard Russian tactic is let the German get close, then walk away so his air force must rebase after you. Gives you a breather, maybe even 2 impulses before he's ready to stomp on you. With this
level of cooperation, there is no escape. You back up, they move forward and hug you again, the Italians rebase on top of them, along with some German Ftr rebases. They are ready to go...AGAIN.

Conversely, the way to beat Germany to its knees is for the western superpowers to employ FF the same way. Basically, it means that the US and CW can do more lands and airs instead of the combined moves. This is the single most common mistake players make, using combineds as the West.

This may sound a bit outrageous but consider, a FF that builds up its airpower will field perhaps as many as 10 excellent bombers plus Atr in 1944. CW and US Ftr escort and intercept for free. This means that the FF can choose to do an air impulse every turn if need be. And that means, forex, that the US can attack one hex in Occupied France EVERY impulse supported by 2 Para, and that it can do this for at least 3 impulses."


quote:

Post:


Bryce 69189 :

"FF in SE Asia - French Indo-China FF Home Country:

We had this same thing happen in our current game. I was FF, and selected French Indo-China (FIC) to serve as my Home Country.

The US player managed to move in:
+ one Catalina NAV
The CW player gave me moderate support. This included:
+ 1-2BP/turn
+ one 14 range Blenheim LND3
+ 2 British Indian TERR

Since I was also China, I gave FF max support:
+ 2-3BP/turn
+ Stillwell, 6-4 Mech, 1-5 Cav div (max using FTC)

FF built:
+ a 3-sided fort
+ FIC TERR
+ 3xGAR
+ 3xINF
+ 2xFTR

As you may have guessed, Japan did not go for FIC first, as they did not see a real problem. After all, they were not exactly worried about a few GAR and INF showing up there; they would be fairly easy to kill.

All hell broke loose in SO41 however. This is when the 3-sided fort showed up and then the Chinese Expeditionary force under Stillwell marched into Hanoi. The Japanese player was not pleased to see this event, because now Hanoi was a much tougher nut.

He was further disturbed to find out that the notional in Hanoi was 3 factors (2 for being a HC notional, +1 in the city) AND Chinese. The Chinese meanwhile had lumbered a 3-2 Artillery and an AA gun into the adjacent Chinese hexes, along with 3xFTR, 2xLND3 to guard it. I didn't care if Japan strat bombed China to the Stone Age, they weren't going to get Hanoi without a fight.

The FF had units in the mountain hexes adjacent to Hanoi, as well as in Hue, Saigon and every port hex (which are jungle).

Once the Japanese went to war, LL to FF stopped except for Chinese lending. And once they got serious about nailing Hanoi even Chinese lending stopped. It came down to a climactic one-shot battle for Hanoi involving one Jap Marine corps, one Para corps, one Para div plus one hex of troops (HQ + 2 units). They were supported by massive shore bombardment and many many Japanese AC.

I shot down the Para corps + ATR + pilot (yaayyyy!) and AA/ART did their best, but the result was still something like a +10 on the 2d10. The Japanese rolled a 17 and took the city (but note, they could have easily failed and lost their PARA + MAR). If it had held they would probably have never gotten Hanoi (Chinese had 6BP saved up waiting to see what happened).

The FF however, had still managed to hold out (thanx to bad weather) until late 42 or early 43. In that time the Japanese took 3 resources, 1 factory from Russia, beat up China some, Ceylon, Burma, Singapore, etc. They scrapped any plans to take out a (lightly held) Australia, NZ or a heavily held India. They were pretty much on the defensive.

Things I learned from this:

1) Aggressive LL by the Allies (more than what I received) would have been useful. FF could have built out her defenses accordingly (i.e., more FTR). This would have changed the shape of the South China Sea naval battles (with only 1 NAV with 1A2S + the Blenheim, I did not have much power to project in the air.

2) Aggressive troop and AC additions are a MUST. Next time I will push for, at the very least, the 2 Indian FTR and Indian NAV2, along with every long-ranged FTR/NAV in the US aresenal.

Most of these AC would go into the 2 box of the sea zone, where they would give the IJN fits (either sail their navy low to get LBA cover or high and risk getting caught and hammered in the air...shot down CVP are just as good as sinks IF the USN is lurking nearby).

3) Base every damn sub you have from JA40 on over in FIC. The US should start at that time a program of sub construction, at least 1 per turn, maybe even 2. All US subs should move to Manila and wait to attack (supply does not matter, you simply move out into the zone flipped, next turn rebase to FIC). The Brits should also have ~2 subs at this point and should shoehorn in another 3 perhaps by ND41. Don't waste them against the Italians, send them to Saigon to wait for the party.

The reason this is so nasty is simply because all the subs can group into the 2 box, where they are covered (in my case) by 5 FTR and a NAV. This isn't something that a IJN CP chain wants to take on, and if I had had MORE AC the situation would have been much worse.

4) As the Allies, you MUST go nail SIAM as early as possible. The Japanese in this game saw it coming and aligned them 1 impulse before we could (bad weather). Bangkok is almost a perfect port:
+ its a major port
+ its ALWAYS in supply (traces to the Vietnamese city in any weather)
+ its on the South China Sea
+ it CANNOT be invaded (no all seas-hexside)
+ practically ALL IJN CVP CANNOT port strike it (range 6 on the SCS
SZ, range 4 from BoBSZ)
+ land units can defend it from land attacks

If I had forseen it, we would have taken Bangkok early and then the USN would have rebased in through the Japanese pickets (ignoring presence during the rebase). There is a chance they'd get hit coming in but so what.

The presence of many lumbering US BB, SCS and say 4-5 CV in the 2 box from now on, covered by Chinese, British, French and US AC and escorted by about 8 subs would have put paid on any IJN Pacific ambitions. I know I wouldn't have wanted to go fight the boogers...not to mention the US BB support of the land units in the area.

I'm not saying the IJN couldn't have fought and hurt the Allies, just
saying:
+ with that much air support the fleet isn't going to get slammed that often in the air
+ surface battles would attrite both sides, thus a US victory
+ with so much poop in their convoy lanes the Japanese would turn turtle immediately. No units left to go anywhere. Who cares if you take Rabaul if you have no CP in the Sea of Japan?

Things I learned from Japan:
1) If the Allies select FIC as the FF HC you have an unsavory choice:
a) if they piss it away, no problem, continue your game
b) if they go hog wild, consider attacking early (problem: weather in the northern monsoon sucks until SO, ND and JF, do you really want
to DoW FF in JF41 (adding NINE chits to USE by ND41?).
c) otherwise, gear up to hit it immediately in ND41, JF42 with maximum force (artillery, all para, etc., maybe even an OC if desperate).

Either way, don't let it fester or you'll lose your convoy lanes 2
years early."

Edit: Have split into sections for easier reading.

< Message edited by npilgaard -- 8/17/2007 11:50:51 PM >


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Nikolaj

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Post #: 132
RE: AI for MWiF - France - 8/6/2008 9:04:22 PM   
composer99


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Did we bring up the French minor country in South America as a possible Free French home country?

It does not go Free very often, but when it does, the lend-lease convoy line from Universal Supplier - Allied is very short and easily defended.

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Post #: 133
RE: AI for MWiF - France - 8/6/2008 10:35:51 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: composer99

Did we bring up the French minor country in South America as a possible Free French home country?

It does not go Free very often, but when it does, the lend-lease convoy line from Universal Supplier - Allied is very short and easily defended.

Does that make it the #1 choice then (if available)?

_____________________________

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Perfection is an elusive goal.

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Post #: 134
RE: AI for MWiF - France - 8/6/2008 10:39:12 PM   
Froonp


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quote:

ORIGINAL: composer99

Did we bring up the French minor country in South America as a possible Free French home country?

It does not go Free very often, but when it does, the lend-lease convoy line from Universal Supplier - Allied is very short and easily defended.

French Guyana is also very far from where French war material will be needed.
No, Senegal is by far the best choice. Only 2 Sea areas away from Brazil, which BPs the USA can give to France.
Gabon and equatorial Africa are second before French Guyana IMO.

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Post #: 135
RE: AI for MWiF - France - 8/7/2008 3:00:26 PM   
composer99


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If I am not mistaken, Fr. Guyana is in the Mouths of the Amazon sea area, which makes it equidistant, sea area wise, with Equatorial Africa from the European theatres of action.

Given that and the shorter lend-lease pipeline (1 from Brazil/2 from US), I would think Fr. Guyana is a better choice for a home country than any country in Equatorial Africa.

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Post #: 136
RE: AI for MWiF - France - 8/7/2008 7:19:43 PM   
sajbalk


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I think Senegal is the best choice if avaiable due to its intrinsic MIL and its native resource. However, as a second choice, the South American country is best due to its short supply lines for builds. The only reason to favor the other African countries is that the S.A. produced units will generally need lift of some sort to be useful, whereas the units in Africa can often walk but always fly where needed.



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Iowa, USA

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Post #: 137
RE: AI for MWiF - France - 8/7/2008 8:29:11 PM   
Froonp


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quote:

ORIGINAL: composer99

If I am not mistaken, Fr. Guyana is in the Mouths of the Amazon sea area, which makes it equidistant, sea area wise, with Equatorial Africa from the European theatres of action.

Given that and the shorter lend-lease pipeline (1 from Brazil/2 from US), I would think Fr. Guyana is a better choice for a home country than any country in Equatorial Africa.

I was talking about Senegal. Senegal is 1 Sea area closer.

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Post #: 138
RE: AI for MWiF - France - 8/16/2008 5:56:44 PM   
brian brian

 

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You learn something new in every single game of World in Flames no matter how long you play it...

In another thread there was a discussion of scrapping or not scrapping the French black-print MTN corps. At WiFCon my US/French Ally showed me something on set-up which I will use in the future ... the MTN corps can set in Europe OR North Africa. I had never thought about that second possibility, always putting it in Nice to have a strong defense against a possible Italian attack which can be doubled by Shore Bombardment. He covered that by setting up one of the French guns + a corps in Nice for a strong two-unit defense. I think lately the amount of people willing to go for a France First strategy for Germany has been going down, making this more workable. Also I think most games are trending towards an Axis Gibraltar strategy, and the first place to defend Gibraltar is in Algiers and Oran. The MTN corps in Algiers is a strong defense, although it is still difficult to prevent the Axis from developing a ZoC on the hex, which is important when playing LoC Vichy rules.

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Post #: 139
RE: AI for MWiF - France - 8/19/2008 5:40:52 PM   
hjaco

 

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Solid advice on proper AI France behaviour.

One important comment though. What usually kills you on the blitzkrieg CRT is not the blasted hex itself (which can be ugly enough) but the units breaking through imposing blocking ZOC. It is absolutely imperative for campaigns in western Europe to have a strong unit behind the front line at sections prone to such attacks.

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Post #: 140
RE: AI for MWiF - France - 9/17/2008 6:34:37 PM   
composer99


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After reviewing the rules for Lend-Lease it looks like there is a solid reason to pick Moroccco or Senegal (if either is available): lend-lease limits.

You can lend bps in the same manner in which you lend resources (1 per factory). Additionally, you can lend extra bps as follows:
2 to the major power capital city
1 to each additional city
1 for each major port

Morocco has 2 cities and Senegal has a major port, meaning (if I read this right) the Allies can lend 3 bps max to Free France until its gets a factory or two in its home country, at which point lending comes up to 5 bp in addition to resources.

In theory, the Free French could get up to 4 factories in Morocco for a lending limit of 7 bp + resources, but I think that is above and beyond what any CW or US player would consider their limit of generosity (to say nothing of the lent bps for the extra 2-3 factories).

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Post #: 141
RE: AI for MWiF - France - 9/17/2008 6:35:30 PM   
composer99


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Further to the above, most possible FF home countries have a limit of 2 bp until they get factories because they do not have a major port.

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Post #: 142
RE: AI for MWiF - France - 9/17/2008 8:19:00 PM   
brian brian

 

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before anyone gets too excited about totally maximumus lending to Free France, keep in mind that you can only place one unit originally from France on the board per turn...so the exuberant factory builders and lenders to Free France can see a lot of the result stuck on the production circle.


it will be hard for the experienced players to go back to RaW Vichy, but unavoidable.

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Post #: 143
RE: AI for MWiF - France - 9/17/2008 8:26:38 PM   
composer99


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That is true, but if you want the FF to churn out, say, one lnd3 + pilot per turn, they need to get 5 bp each turn from somewhere to do it, which means (for most cases) two factories are needed in the home country capital.

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Post #: 144
RE: AI for MWiF - France - 9/17/2008 11:05:11 PM   
Froonp


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quote:

ORIGINAL: composer99

That is true, but if you want the FF to churn out, say, one lnd3 + pilot per turn, they need to get 5 bp each turn from somewhere to do it, which means (for most cases) two factories are needed in the home country capital.

1 LND3 + 1 Pilot is an enormous FF production.
I won't set this as an average desired lend lease to FF. This rather is a quite extremely high one.
IMO it's rather an average of 2-3 BP per turn that are lent to FF, which is about half what you "want to churn out'.

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Post #: 145
RE: AI for MWiF - France - 9/18/2008 4:56:00 AM   
Neilster


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From: Hobart, Tasmania, Australia
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quote:

ORIGINAL: Froonp

quote:

ORIGINAL: composer99

That is true, but if you want the FF to churn out, say, one lnd3 + pilot per turn, they need to get 5 bp each turn from somewhere to do it, which means (for most cases) two factories are needed in the home country capital.

1 LND3 + 1 Pilot is an enormous FF production.
I won't set this as an average desired lend lease to FF. This rather is a quite extremely high one.
IMO it's rather an average of 2-3 BP per turn that are lent to FF, which is about half what you "want to churn out'.

I agree...why it's nearly as enormous as the subsidies paid to French farmers to plant nothing again this year. Whoops!

Cheers, Neilster

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Post #: 146
RE: AI for MWiF - France - 9/18/2008 3:33:02 PM   
composer99


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quote:

1 LND3 + 1 Pilot is an enormous FF production.
I won't set this as an average desired lend lease to FF. This rather is a quite extremely high one.
IMO it's rather an average of 2-3 BP per turn that are lent to FF, which is about half what you "want to churn out'.


That's enormous? Really?

The last game we played out to 1944, that's pretty much what we had the Free French building for several turns in a row (until they ran out of LND3, that is) - mind you, we were lending them 5 bp/turn in 1943. Before then it was, as you indicated is average, 2-3 per turn.

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Post #: 147
RE: AI for MWiF - France - 9/18/2008 6:23:46 PM   
Froonp


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quote:

ORIGINAL: composer99

quote:

1 LND3 + 1 Pilot is an enormous FF production.
I won't set this as an average desired lend lease to FF. This rather is a quite extremely high one.
IMO it's rather an average of 2-3 BP per turn that are lent to FF, which is about half what you "want to churn out'.


That's enormous? Really?

The last game we played out to 1944, that's pretty much what we had the Free French building for several turns in a row (until they ran out of LND3, that is) - mind you, we were lending them 5 bp/turn in 1943. Before then it was, as you indicated is average, 2-3 per turn.

Well, great then.
Let's then say that average WiF FE games see the allies lend 5 BP per turn to Free France and end in 1944 so.
I will love to play that AIO as the German.

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Post #: 148
RE: AI for MWiF - France - 9/18/2008 6:59:43 PM   
composer99


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Maybe, maybe not. The resulting size of the combined Western air forces allowed our numerically inferior army (a result of devastating losses in 1943) to blast its way through France during the summer of 1944.

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Post #: 149
RE: AI for MWiF - France - 9/18/2008 7:16:05 PM   
Shannon V. OKeets

 

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From the AIO's points of view, it wants to spend BPs so it gets the most bang for the buck. If the Free French have units in their force pool that are more attractive than what the US and CW have, then the BPs go the the FF. There are other considerations of course. Gearing limits and the overall quality of the force pool (probability of drawing a 'good' unit) are crucial information. The rules on cooperation matter too; and let's not forget the importance of getting the units to the theater of operations.

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