RA 7.1 Allied opening needs and moves

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Cavalry Corp
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RA 7.1 Allied opening needs and moves

Post by Cavalry Corp »

OK guys I have not played allies before...

What are the top 5 or 10 things I need to be doing post Dec 7th RA 7.1 , like where is oil needed, vital units to consider/ move

I am exp with Japan in scn 1 and 2 as well as the old RA.

Any tips appreciated.

cav
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Louisvillan
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RE: RA 7.1 Allied opening needs and moves

Post by Louisvillan »

Welcome back from the Dark Side.
Of course this is all personal preference. You didn't mention if you are PBEM or against the AI....
First thought, you do not really need to touch every unit on the board on the first game turn. You have the luxury of some time in areas that are not on the front lines. Highest priority is responding to the KB off Pearl and evacuating as much as you can out of the Philippines.

Oil, fortunately for the Allies, moving oil is not a priority. There are two small refineries in Australia (Sydney and Melbourne, I think). You can use two or three tankers out of Palembang in the first week to haul some crude oil to the South coast of Australia. Nice, but totally optional, if these two refineries run out of crude oil during the war, you can more than make up for it with fuel imports.

Fuel. You have two prime sources of fuel... West Coast USA and Abaddan (Iraq). It will take some time to find all your tankers and get them shifted. From West Coast USA I run fast tanker convoys (cruise speed of 13 knots) between Los Angeles & Pearl Harbor. Then I run slow tanker convoys (cruise speed 10 knots)from Pearl to distribute along the bases between Pearl and Noumea. From LA I run slow tanker convoys to Auckland, New Zealand... Then I use smaller tankers (8800 cargo tonnage) to distribute to Australian ports. From Abaddan, I use medium sized tankers to shuttle fuel to Bombay and Karachi. Then I use heavy tankers to haul off map to Cape Town, and another group of tankers to haul from Cape Town to Perth Australia. Note: If you play the AI, the Jap subs always seem to sniff out unescorted tankers.

1st turn, I send all Clemson Destroyers in Seattle/San Francisco to shipyard APD conversions. I order all Clemson DMS's and DM's from Pearl to head to the West Coast USA to provide escorts for transports/air transport/tanker convoys. They are unimpressive escorts, but just being present can drive away a Jap sub after the first attack.

There are three British troop convoys at sea at game start. Two off the West Coast of India and one just off map coming from Cape Town. I like to redirect them to Columbo port, toggled 'Do Not Unload'. That gives me the chance to assign escorts and make the final determination of where to send them.

You have some Base Forces/Headquarters and a Marine Regiment on the West Coast that can be shipped overseas without using political points. Pago Pago is the first troop convoy destination for me. I ship troops out of San Francisco and Fuel/Air Transport/Supply Convoys out of Los Angeles.

Then over the first four-five game turns, I hunt through the ship listings tool finding classes of freighters to get moving. It will take a month or so to get them all sorted to their base ports and get the shipping convoys set up.

Lastly, (easy to over look), check the scheduled ship withdraw list. Queen Elizabeth in Sydney and one of the transports in Singapore need to start heading off map. You don't want them working a transport mission, only to discover you could lose PP's early in the game.

The rest really begins to be up to you. Just a few thoughts..... enjoy the early days.... I find once you get things moving in the first week of game turns, you can quickly turn around your game planning (as you wait for those reinforcements to arrive).
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leehunt27@bloomberg.net
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RE: RA 7.1 Allied opening needs and moves

Post by leehunt27@bloomberg.net »

Don't forget too to prioritize where your Wildcat, B-17 and catalina replacements go etc. The Allies are short on good planes and squadrons early on...
John 21:25
Cavalry Corp
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RE: RA 7.1 Allied opening needs and moves

Post by Cavalry Corp »

Thanks for the comprehensive tips and advice sounds broadly ok.
Yes its PBEM PATCH X9 RA 7.1

Cav
LordRock
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RE: RA 7.1 Allied opening needs and moves

Post by LordRock »

One other thing you want to do is for plane and LCUs in the US, and some in China and Asia is turn off replacements. Also, set alot or most of your air groups to start training.
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Treetop64
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RE: RA 7.1 Allied opening needs and moves

Post by Treetop64 »

Sustain shipments of as much fuel (mainly from Abadan and the US WC) and supplies (mainly from Cape Town and US WC) to OZ as you can practically afford. If it's low risk, ship in oil from the DEI, too, as long as you have access to it. Trust us, you're going to need a lot of men and stuff in OZ later, so you'll want to start stocking up early...
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Mike McCreery
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RE: RA 7.1 Allied opening needs and moves

Post by Mike McCreery »

Protect your carriers. Protect your carriers. Did I mention Protect your carriers?

Nemo was not terribly worried about not having them but most other people feel they are pretty important for the amphibious assaults you will be doing from mid to late 42 and forward.

The more carriers you get killed early on the longer it will be before the tide will be in your favor in terms of Carriers and Aircraft quality versus the KB. Also, there are penalties for larger allied carrier fleets all the way until 1944.

Killing ANY Japanese carriers should be your highest priority.

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Lowpe
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RE: RA 7.1 Allied opening needs and moves

Post by Lowpe »

For me it is: (some already mentioned)

Save your carriers.

Getting fighters safely to Oz and even AA units if you can.

Stockpile Chinese art, turn off all repairs in China. Run back to x2 prefer x3 terrain. there should be several Chinese units that can be bought out for Burma/India...get them marching there and out of China.

Turn off Oz HI.

Load all cargo ships in DEI with fuel and oil and ship to Oz. From Oz most go to Cape Town. Perth is never safe. Rebuild Oz infantry units.

Save Prince of Wales, Repulse. Send Boise between Truk and HI (risky, you may just want to save her instead).

Start base building, airplane training.

DD to APD is a good conversion. Save your AK, AP, British ships that convert to LS of some flavor, look to convert xak to xap (at capte town).

Take a hard look at your ship captains, airplane commanders, only those in harms way for now...or in big training squadrons.

Look to build divisions in Malaya and Burma. Re-route British reinforcements at sea.


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John 3rd
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RE: RA 7.1 Allied opening needs and moves

Post by John 3rd »

Punch--PUNCH---PUNCH!!!

You have a monumental change in Allied ship placement. Use it. If you look at Between the Storms there are additonal American ships in the Asiatic Fleet (1 CA--1 CL--4 DDs: All MODERN). The CLV has been a nice addition. Look at USS Charlotte (and Jacksonville--Melbourne--Wellington if playing BTS) and see you have a nice small plane complement of (15 F and 6 DB). It isn't much but can be a rude surprise.

Don't forget those A-24 Banshees at Darwin. Those are NASTY planes if you can get the pilot training up a bit.
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LordRock
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RE: RA 7.1 Allied opening needs and moves

Post by LordRock »

Put some planes on ASW and ships on ASW on west coast. The computer loves to hang subs around the length of the west coast. Also I found shipping fuel from EC to Cape Town and then from Cape town to Perth the best for keeping OZ supplied with fuel. Two TFs a month from EC to Cape Town, and two from Cape town to OZ worked real well. Then ran CS convoys from Perth to Melbourne, Melbourne to Sydney, then from Sydney, From Sydney to where your main Naval base will be in Oz. While I ran some fuel convoys to NZ then to OZ, and later Luganville to OZ, I found I didnt need to run many as long as I kept fuel running to Perth, and then CS convoys from Perth east.
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btd64
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RE: RA 7.1 Allied opening needs and moves

Post by btd64 »

I believe once the fuel is at Perth, It will move to other bases on its own. Remember you can set and unset to stockpile at the bases you need it....GP
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Cavalry Corp
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RE: RA 7.1 Allied opening needs and moves

Post by Cavalry Corp »

Thanks for all this - awaiting the allied first turn move - its pbem latest beta x10.

I will post an accasional aar.
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John 3rd
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RE: RA 7.1 Allied opening needs and moves

Post by John 3rd »

Let us know...
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