From: USA Me-FL-DC-Guam-WS-NE-IL-?
As a dedicated "Sir Robin" follower , I need to chime in here. 1st of all , "Sir Robin" is more of a philosophy than a strategy. At least in AE. It's simply not possible to do the wholesale running that you did in WITP vanilla. The philosophy is more "preservation" than running. And to a large degree it's predicated on the principal that the more resources you save , and train up, and update, the sooner you can start back across the Pacific. One undisputable fact is that at the "turning points" of the Pacific war , the USN stopped then moved against the IJN (that is at Midway and Guadalcanal)with ships that were entirely pre-war builds. These are the ships that you will be using till late 1943, early 1944. So it stands to reason that the more you preserve , the sooner you train them and their crews up, the faster you update them, the sooner you can go on the offensive.
That is not to say that you should not strike if the IJN gives you an opportunity by doing something dumb. Obviously the IJN ships are better trained , and crewed than yours. But if you can catch him in an area that he doesn't have air superiority , and you have larger forces , then go for it.
I have a saying , that "The USA should fight to the very last Dutchman, Brit and Australian". Now I'm not saying I dislike these nations. I am saying 1) generally these ships can not be updated , which makes them "use 'em or lose 'em ships" due to future obsolescence. And 2) they are far more likely to fight to the death for their colonies. I can't imagine the USA will to sacrifice large quantities of ships and troops to defend someone else's colonies. (The Philippines yes. That's a US colony).
Troops generally can't be evacuated , nor can many air groups. Leave them in place , but concentrate them if you can. Always rebuild units if possible. Divisions are for fighting. Companies and Battalions are for policing colonies. Colonial policing ends on Dec 7th.
So what preservation means , is get your warships , in there scattered penny packets , where they are meat on the table , to some rear area where they can assemble into something capable of providing some form of self defense. Your ASW assets (except for some Brit,Dutch and Canadian assets) are pretty poor. Your CV air groups are a joke. And most of your USN ships have potential , but not till they have been re-fitted. Get them out of the front line. Get them out of danger. Untill they can be upgraded , then train them. Especially air groups.
USN fleet boats have tremendous possibilities. Unfortunately , they lack decent torpedoes. So you need to train them so that when the working fish show up , you have experienced crews. Mining missions are good, but you lack mines. So how to use them? While S-boats , Brit and Dutch boats hold the line (especially in shallow waters) the fleet boats can earn their keep in another way. Scouting lines. Every boat should be set out in a deep water , middle of the ocean , far from ASW air patrols scouting line. Don't use them near your bases, that part of the line can be filled in with YMSs , YP's , PC's and other naval patrol craft. Subs have range. Don't use a long range sub where a short ranged asset can work.
You really need to know where the IJN is. Especially the KB. If you can't track the KB , knowing where it isn't is almost as good. Build "fences" between your bases where the Japanese are not likely to invade. On those bases use your PA aircraft. Where you can , supplement them with Hudsons , B-17D's , LB-30's and even B-18s. Scouting is the absolute most important thing for the Allies. You must know where your enemy is so you can most efficiently use your few assets (and more importantly , SAFELY use them). The Japanese are very short on PA aircraft. And most players would much rather use the "Netties" on naval strike then patrol.
Build a fence, then operate your supply ships behind it. You can't fight the KB. You MUST completely avoid it. Keep your lifelines well back, where they can run the second the KB is spotted. And if his smaller units penetrate the fence , then you can set up an ambush (IF it's worth it).
Just a few points . I hope they might be useful.
Well laid out and reasoned, even if you fall into the more aggressive style of the allied play (as I do) nothing you are saying still can't apply.
Part of my problem is that I consider every PBEM I play to be a "grade" so to speak. As in 1st grade, 2nd grade. Just like in school , every grade is more challenging than the last. Or at least should be. Consequently , unless I'm mentoring , I always seek out a player who is more experienced or talented than myself. Consequently, every game I play is an up hill fight , and I can pretty much count on the PBEM being a bloody affair (for me that is) where I get my head handed to me until ,the allies reach a point of overwhelming power. So I tend to think of "Sir Robin" as the 1st phase of a Guerilla war as described by Sun Tzu or Mao Se tung. The 1st phase is always about evading the enemy , consolidating your forces and building your strength. Hit him when your opponent is weak , or he does something stupid. Unfortunately the folks I play are NEVER stupid. And they rarely
make mistakes. So I don't consider Sir Robin to be so much "cut and run" as assembling your forces. The biggest lesson I've taken home from some of the truly brilliant players that have been good enough to "clean my clock" is "You can't get better if you are dead. You have to survive to improve".
< Message edited by AW1Steve -- 4/24/2014 10:25:39 PM >
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