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Help me get over first turn inertia...

 
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Help me get over first turn inertia... - 12/29/2012 4:53:36 AM   
stretch


Posts: 482
Joined: 12/17/2001
From: Kentucky, USA
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After reviewing threads, tinkering around on the map.. I cannot convince myself to get over the first turn hurdle of the campaign. (Note, I played the original WiTP to completion vs AI)

Playing allies vs AI, I think I need to give up trying to get everything done on the first turn just to get the clock moving, or I never will.

What would you say are the 3 or 5 most important things I MUST DO on turn 1 as the Allies, or I will really regret it 6 months, or a year, into the game?
Post #: 1
RE: Help me get over first turn inertia... - 12/29/2012 5:39:32 AM   
BBfanboy


Posts: 2710
Joined: 8/4/2010
From: Winnipeg, MB
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Several experienced players have posted guides for newbies/AE first timers with detailed guides on how to organize yourself area by area.

1. I most cases the first step is - GRAND STRATEGY i.e. decide where you want to be/what you want the situation to look like in a year or more down the road/sea lane. You can be a little bit ambitious on this, it is just a goal for guidance of plans, but don't expect to be landing in Japan's home islands.
Using the long range strategy, decide where you will try to stop the Japanese cold and where you will put some speed bumps to slow them down. Be aware that the Japanese can take most any place they want but they cannot take every place they want. They also have serious limitations in fuel availability and engineer units. Once you have decided where you need to hold, start moving available units and supply ASAP. This may include retreating from exposed places [like Rabaul] to save units that you can use in your key bases. This process will take weeks to sort out, but start moving things right away. Having these general plans will also guide how you use your scarce political points.

2. Husband your carriers carefully until they get better aircraft and a lot more training/experience. The key to this is setting up thorough search all over the map to try and spot KB and mini-KB carriers. Stay away from them for a long time unless you have concentrated at least three of your carriers and know where a small fragment of the enemy carrier fleet is AND you know where the main carriers fleet is. Get some experience by using your carriers to sting exposed landings or forward bases with little LBA support. Avoid sub concentrations - your ASW sucks in early 1942. Once you have six US carriers + some British ones, and the Hellcat fighter, you can get more aggressive.

3. Get your Chinese units out of the clear terrain where bombers and tanks will crush them. Establish defences in the wooded+rough and mountain terrain.
A determined Japanese attack in China is very difficult to stop, but you need the Chinese to hold out as long as possible to tie down all those divisions that could otherwise go to Burma/India or SWPac/SoPac/Australia.

4. Look at your queue for units arriving at Cape Town and Aden. Send xAPs and the faster cargo ships there to bring the troops on map.

5. Send some loaded tankers and empty cargo ships to Cape Town. CT does not get enough fuel to handle all the traffic through there. Once the tankers have unloaded there, send them to the Eastern USA via the off-map direct route to reload and bring more fuel. Off map movement does not use any ship fuel or cause any systems damage so they can do the round trip indefinitely. I use most of the tankers with an 8800 nm range as they cannot handle the distances from WC USA to SoPac/SWPac without refuelling, and can barely reach Austalia from Abadan without refuelling for the return trip.
Similarly, send the empty cargo ships to EC USA/Britain/Canada via the off-map route and have them bring goods to Cape Town. Use other ships to haul from CT to on-map bases, preferably those with rail connections to spread the goods. Your choice which ships you use for the cargo task. Some like to use their fast ships, I prefer to use the 10-11-12 knot ones for cargo and reserve the faster ones to haul troops. Faster speed = less enroute exposure to subs and raiders.

6. Convert five or six of the xAKs to AKEs. You will need them to maximize use of your cruisers and destroyers early on.

7. Keep your Clemson DDs as such for the first several months when you will be desperately short of escorts. When that situation eases, convert as many as you can spare to APDs.

These ideas are off the top of my head - there are more rigourous planners out there that can give even better ideas, but I think the above will get you past the inertia. Good luck!

PS - if you want ongoing advice, start an AAR and ask for help when you are stuck/confused. The game is hugely complex and the experienced guys will save you a lot of learning at the school of hard knocks!



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Post #: 2
RE: Help me get over first turn inertia... - 12/29/2012 7:17:28 AM   
stretch


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Great stuff, perfect examples of what I was looking for.

I don't like to do things that might break the AI like holding the DEI, or other very ahistoric moves, I plan a fighting retreat until mid 1942 with the exact caution and concerns you cite. This buys me time to learn the system and knobology while hopefully minimizing disaster and giving me an enjoyable counter attack into 1944-45.

What i dont want to miss are points like 4-7 that I might never think of until later when it bites me in the keester.

many thanks for the reply, hopefully a few more suggestions?




(in reply to BBfanboy)
Post #: 3
RE: Help me get over first turn inertia... - 12/29/2012 7:19:45 AM   
inqistor


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What you need to do NOW, is just escape Hong Kong, and PI ships. Also PI planes may need rebasing.

It would be also nice, to take care of Malaya, keep your CVs safe, and make some moves in China, but it is hardly time pressing (you have at least week or so).


The only other thing, which may be cut short by Japan is flying long range planes to DEI from PH. If you use Wake/Guam as staging points.
To be extra safe, send Force Z to safe place, and direct your transports where they will be needed.

(in reply to BBfanboy)
Post #: 4
RE: Help me get over first turn inertia... - 12/29/2012 4:15:56 PM   
crsutton


Posts: 7262
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From: Maryland
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BBfanboy has hit on the most important stuff and you won't go wrong by following his advice.

I would suggest also sending some American air units to India right away. they do not have to be trained or equipped with modern planes as you can build them up later. I would at a minimum send 3 fighter units and three medium bombers on the first turn. Ship them to the east coast and then to Cape Town.

You will want to send more later but the British air force is hopelessly outnumbered and gets very few replacements. You will need the extra help in that theater. Later plan on sending some infantry, base units and most important construction engineers in which the CBI theater never has enough.

Otherwise the only other critical thing is "don't lose your carriers." You can screw up the Allies any number of other ways and recover but it you lose your carriers in 1942 then you are majorly screwed and will hate life. It is so tempting to go all cowboy with them but the odds are not in your favor and if you still have them when 1943 rolls around, you pretty much cannot lose the game.

Read the AARs and you will pick up some good stuff and be just fine.

Oh yes, one other thing. Go on the opponents wanted forum and find an opponent. You have played the AI already and playing a human just adds so much. Give it a try.

< Message edited by crsutton -- 12/29/2012 4:18:22 PM >


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Post #: 5
RE: Help me get over first turn inertia... - 12/29/2012 5:18:18 PM   
geofflambert


Posts: 5305
Joined: 12/23/2010
From: St. Louis
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quote:

ORIGINAL: BBfanboy

Several experienced players have posted guides for newbies/AE first timers with detailed guides on how to organize yourself area by area.

1. I most cases the first step is - GRAND STRATEGY i.e. decide where you want to be/what you want the situation to look like in a year or more down the road/sea lane. You can be a little bit ambitious on this, it is just a goal for guidance of plans, but don't expect to be landing in Japan's home islands.
Using the long range strategy, decide where you will try to stop the Japanese cold and where you will put some speed bumps to slow them down. Be aware that the Japanese can take most any place they want but they cannot take every place they want. They also have serious limitations in fuel availability and engineer units. Once you have decided where you need to hold, start moving available units and supply ASAP. This may include retreating from exposed places [like Rabaul] to save units that you can use in your key bases. This process will take weeks to sort out, but start moving things right away. Having these general plans will also guide how you use your scarce political points.

2. Husband your carriers carefully until they get better aircraft and a lot more training/experience. The key to this is setting up thorough search all over the map to try and spot KB and mini-KB carriers. Stay away from them for a long time unless you have concentrated at least three of your carriers and know where a small fragment of the enemy carrier fleet is AND you know where the main carriers fleet is. Get some experience by using your carriers to sting exposed landings or forward bases with little LBA support. Avoid sub concentrations - your ASW sucks in early 1942. Once you have six US carriers + some British ones, and the Hellcat fighter, you can get more aggressive.

3. Get your Chinese units out of the clear terrain where bombers and tanks will crush them. Establish defences in the wooded+rough and mountain terrain.
A determined Japanese attack in China is very difficult to stop, but you need the Chinese to hold out as long as possible to tie down all those divisions that could otherwise go to Burma/India or SWPac/SoPac/Australia.

4. Look at your queue for units arriving at Cape Town and Aden. Send xAPs and the faster cargo ships there to bring the troops on map.

5. Send some loaded tankers and empty cargo ships to Cape Town. CT does not get enough fuel to handle all the traffic through there. Once the tankers have unloaded there, send them to the Eastern USA via the off-map direct route to reload and bring more fuel. Off map movement does not use any ship fuel or cause any systems damage so they can do the round trip indefinitely. I use most of the tankers with an 8800 nm range as they cannot handle the distances from WC USA to SoPac/SWPac without refuelling, and can barely reach Austalia from Abadan without refuelling for the return trip.
Similarly, send the empty cargo ships to EC USA/Britain/Canada via the off-map route and have them bring goods to Cape Town. Use other ships to haul from CT to on-map bases, preferably those with rail connections to spread the goods. Your choice which ships you use for the cargo task. Some like to use their fast ships, I prefer to use the 10-11-12 knot ones for cargo and reserve the faster ones to haul troops. Faster speed = less enroute exposure to subs and raiders.

6. Convert five or six of the xAKs to AKEs. You will need them to maximize use of your cruisers and destroyers early on.

7. Keep your Clemson DDs as such for the first several months when you will be desperately short of escorts. When that situation eases, convert as many as you can spare to APDs.

These ideas are off the top of my head - there are more rigourous planners out there that can give even better ideas, but I think the above will get you past the inertia. Good luck!

PS - if you want ongoing advice, start an AAR and ask for help when you are stuck/confused. The game is hugely complex and the experienced guys will save you a lot of learning at the school of hard knocks!




#8 Pilot training

#9 Pilot training

#10 Pilot training. Decide which squadrons are going to be for training only for a while (this would include all restricted units) and create a conveyor belt moving well trained pilots to the front (well trained in their first responsibility, though dive bomber pilots need to be proficient in naval search as well). For the navy, use those Seagulls and Kingfishers to train fighter pilots and dive bomber pilots, otherwise you won't have enough training squadrons to match your needs. If your carriers are not going to come out until they're ready, replace carrier trained squadrons with carrier capable ones and work them for 90 days. Maximize the proportion of trained fighters for your carriers, the beginning ratio is all wrong. You have a carrier capable sq. of Buffaloes that you can make as big as you like. You can take off Devastators to make room for them. In battle they will be quite adequate for escort. Don't put any on CAP, let the Wildcats handle that.

#11 First day: Evacuate all the P-40s from the Phillipines ASAP. Use drop tanks on the Es where you can. You will be needing them and the Bs at Darwin and PM badly. Put all of the best pilots you have in them. The US Army planes should not be escorting anything early on. Forget bombing anything. Set the fighters max range to zero to protect your base in CAP. You will lose few of the pilots that way. Get those B-17s out of there as well. You will need them for Naval Search.

#12 Train the Wirraways in LowN. You may get a great opportunity to use them eventually.

#13 Absolutely on day one: I can't be explicit about this, because the readers who are on the dark side will be able to prevent it. Email me and I'll send you the answer. It is crucial.

One more thing. Set all squadrons to no replacements and no upgrades. You decide for each sq. what and when that is appropriate, and to what they should upgrade. The one exception is to set all float plane units that are attached to cruisers and BBs (US) to upgrade to Kingfishers. Use the seagulls for training only. Training sqs need only a couple of planes to get the job done. Do not give them any more, especially if they are to be withdrawn in '42, with the exeption of the P-40s in Oz that will go in the summer, you'll need all the planes you can get there.



< Message edited by geofflambert -- 12/29/2012 5:29:54 PM >

(in reply to BBfanboy)
Post #: 6
RE: Help me get over first turn inertia... - 12/29/2012 6:32:06 PM   
Bullwinkle58


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The great thing about this game is I disagree with 30-50% of the advice in the thread. There are many ways to skin the cat. A big key is to have a coherent strategy so the pieces don't fight themselves. But there are many puzzle shapes.

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Post #: 7
RE: Help me get over first turn inertia... - 12/29/2012 6:47:09 PM   
Roger Neilson 3


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'The road is long, with many winding turns'......

So there is very little that must be done immediately.

Move your CVs, get what you can out of the immediate combat areas, begin to sort the chaos. A lot of the first months is making sense of the Allies totally inept dispositions.

Also remember that the Evil Empire has a very demanding timetable, the odd time you can force the derailment of a plan the more fun you will have for the first 18 months..... every little setback to them CELEBRATE!

Roger

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Post #: 8
RE: Help me get over first turn inertia... - 12/30/2012 6:03:09 AM   
AcePylut


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Here's 5 must do things for turn 1.

1. Locate your CV's and give them orders to move away from KB.
2. Form up Boise and Houston TF and set home base to Balikpapan.
3. Change orders for Force Z, unless you want to lose the 2 BB's
4. Get ships in Manila Bay... out.
5. Give orders for the troops surrounding Iachang (sp) in China to combat move to the city.

Click end turn and watch the carnage

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Post #: 9
RE: Help me get over first turn inertia... - 12/30/2012 6:51:03 AM   
jmalter

 

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hmm, yes, Cape Town & pilot training.

CT will be an important supply hub throughout the war, but it needs fuel! don't embarrass yrself by running it dry, ship lots of fuel (use xAKs from the East Coast). don't let TFs arriving at CT from on-map suck it dry, set them to no/min refuel & auto-disband. when creating a supply convoy at CT to anywhere on-map, set its destination, then set it to min refuel, so it only takes on enough to reach its destination & return. you must be a fuel-miser at CT.

and train your pilots! many early-war airgroups will be req'd to withdraw or disband, but use them to train pilots to the max, until the day before they're scheduled to leave. then xfer all their pilots to the reserve pool before you disband them. likewise, many (mostly British) ships will be req'd to leave, but you can transfer their airgroups to land-bases before you withdraw the ships.

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Post #: 10
RE: Help me get over first turn inertia... - 12/30/2012 8:15:48 AM   
Yaab


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Other than losing Allied combat ships on turn two due to "inertia" ( not moving valuable CV/CA/CLs away from the Japanese), I can only think of two things on turn one, which can affect the Allied player long-term (6-12 months):

1) Some Chinese, Soviet and Borneo bases have damaged industry/refineries. If you allow them to repair it, they will consume valuable supplies (especially China). I disable repair industry on turn one for the Allies.

2) Selected Chinese LCUs can have their HQ changed. Those units start the war with very low TOEs, which means you can change their HQ on the cheap, using few political points. If those units are left to undisable or you allow replacements for them, they will grow stronger and the PP cost will also get higher. I try to change their HQs in early December.

Plus, not training pilots will hurt as well, and India will suffer fuel shortages if no fuel reaches her from Abadan.


< Message edited by Yaab -- 12/30/2012 8:16:54 AM >

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Post #: 11
RE: Help me get over first turn inertia... - 12/30/2012 8:52:30 AM   
jmalter

 

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Yaab's got good suggestions, turn off all Allied industry repair. but check your Pearl Harbor shipyard after turn 1, you'll want to repair any damage to it ASAP.

China is a big prob - v. limited supply, lotsa things to do. turn off replacements to most of the LCUs, to reduce supply use. concentrate on building forts in defensible terrain, allow replacements to your best infantry. airgroup training uses lots of supply, minimize your air-training in China if you get starved.

fortunately, Abadan produces lotsa fuel, and the Abadan-Karachi route is far away from enemy interdiction. build up their port-capacities.


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Post #: 12
RE: Help me get over first turn inertia... - 12/30/2012 3:42:17 PM   
pompack


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More on China

1. you want to reflag any Chinese LCU that you can and MOVE them to Burma/India to avoid using Chinese supply for training/rebuild
2. Move Chinese air units to far west bases in transfer range of India/Burma, reflag them, and move them to India for training/rebuild

Basically, you have about three gazzillion Chinese infantry replacements that you CANNOT use because you don't have enough supply to support the units you have, much less feed in replacements. ANYTHING you can do to reduce Chinese supply consumption/maximize supply production is good

A. Turn off all base repair/building (selected forts can be build but remember that going from lvl4 to lvl5 costs about twice as much supply as going from lvl2 to lvl3
B. Don't move anyone or attack if you don't have to (movement burns supply and combat really burns supply) but move everyone you have to in order to get them to covered terrain
C. Turn off all Chinese replacements then turn on selected units that you MUST rebuild (and then only if you have excess supply: good luck with that).

What you are aiming for in China is to survive for a year, rebuild for a year, and then start thinking about attack. Any Chinese units that just SIT for a year will multiply their combat power enormously because of the really sucky exp and readiness levels at start. Your early objective is to allow them to sit in peace as much as possible. Since the Japanese (even the AI) know this, it won't be easy. Realize that the Japanese have even worse supply problems than you do; any offensive will require weekly supply convoys (at least) from the HI just to sustain the offensive. If the Japanese choose not to attack in China you can really hurt them in 44; if they do choose to attack they are burning supply that they can't use elsewhere as well as tying up troops that the really, really need elsewhere.


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RE: Help me get over first turn inertia... - 12/30/2012 3:48:04 PM   
Kull


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See the first link in my signature for a spreadsheet containing a prescriptive set of "go-dos" on turn 2 (literally every single Allied unit is reviewed). You could go with all of my recommendations, some, or even just use it as a validation of your own ideas. The good thing about playing as the Allies is the luxury of time and resources, which allow you to correct and recover from mistakes. There are very few things you can do that will seriously jeopardize your position, especially against the AI. About the only major change I'd add to the spreadsheet is to change the air unit training to 100% with range 0 (collective knowledge in this area has advanced considerably since the last release).

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Post #: 14
RE: Help me get over first turn inertia... - 12/30/2012 4:49:20 PM   
geofflambert


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quote:

ORIGINAL: pompack



1. you want to reflag any Chinese LCU that you can and MOVE them to Burma/India to avoid using Chinese supply for training/rebuild



Sounds gamey to me, but I hate house rules and wouldn't stop you. I'm ok with the air units.


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Post #: 15
RE: Help me get over first turn inertia... - 12/30/2012 4:52:56 PM   
Roger Neilson 3


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Was thinking the same, do the Chinese peasants all walk across the Himalayas to join up?


Roger

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RE: Help me get over first turn inertia... - 12/30/2012 4:53:54 PM   
geofflambert


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quote:

ORIGINAL: Kull

See the first link in my signature for a spreadsheet containing a prescriptive set of "go-dos" on turn 2 (literally every single Allied unit is reviewed). You could go with all of my recommendations, some, or even just use it as a validation of your own ideas. The good thing about playing as the Allies is the luxury of time and resources, which allow you to correct and recover from mistakes. There are very few things you can do that will seriously jeopardize your position, especially against the AI. About the only major change I'd add to the spreadsheet is to change the air unit training to 100% with range 0 (collective knowledge in this area has advanced considerably since the last release).


As all air units/crews should be training at every opportunity, be careful about that range thing. I keep forgetting to reset the ranges when they go into battle or go into search mode, though in some cases (for CAP) range = 0 may be a good idea. Won't lose many pilots that way.

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Post #: 17
RE: Help me get over first turn inertia... - 12/30/2012 5:39:17 PM   
PaxMondo


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Hehehe.  Just think about how much fun 1st turn is for IJ player .... 

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RE: Help me get over first turn inertia... - 12/30/2012 6:00:47 PM   
Bullwinkle58


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quote:

ORIGINAL: AcePylut

Here's 5 must do things for turn 1.

2. Form up Boise and Houston TF and set home base to Balikpapan.

Click end turn and watch the carnage


Playing the AI I used to do this and it was fine. Playing my first PBEM I did this and lost Boise on the second day of the war. Whatever you do with Houston and Boise, be unpredictable.


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Post #: 19
RE: Help me get over first turn inertia... - 12/30/2012 6:07:29 PM   
pompack


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quote:

ORIGINAL: geofflambert


quote:

ORIGINAL: pompack



1. you want to reflag any Chinese LCU that you can and MOVE them to Burma/India to avoid using Chinese supply for training/rebuild



Sounds gamey to me, but I hate house rules and wouldn't stop you. I'm ok with the air units.




Actually it is totally historical. A large number of Chinese "divisions" and "corps" walked to Burma under Stillwell's command and then walked to India when Stillwell and the Brits were driven out of Burma. In India they were totally re-equiped with US gear, trained up to very high standards (for Peanut's army anyway) and sent back to Burma with US units (Merrill's Marauders) to fight. But they generally didn't. Fight that is. It seems that since these were by far the best trained and equiped units in the Nationalist Army the commanders were instructed by Chaing to never endanger their equipment, especially the artillery. Although a complete, full-strength army remained under Stillwell's command (up to the time he was sent home anyway) and they did fight well when cornered, they never achieved what the US planners desired.

Now the US plans were to train and equip a much larger Chinese force, but the initial group were the only ones that could walk to India before the Japanese barred the way.

While I am not an OOB expert, I think that Stillwell actually had more units under his command IRL than can be re-flagged and walk to India before the Japanese bar the way in the game.

EDIT: major source is Stillwell and the American Experience in China by Tushman

< Message edited by pompack -- 12/30/2012 6:09:13 PM >

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Post #: 20
RE: Help me get over first turn inertia... - 12/30/2012 8:08:48 PM   
Roger Neilson 3


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I stand corrected, in terms of equipment that is. On the other hand marching skeleton units to Burma and India and then having them recruit thousands of Chinese who just happen to be sitting in India waiting the call is possible in the game, but very unhistorical.....

Having looked at pictures of the impassable terrain that the China road tried to go through it always strikes me as a weakness of the game how easy it is to move this way.

Roger

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Post #: 21
RE: Help me get over first turn inertia... - 12/31/2012 12:32:15 AM   
Chickenboy


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Ah, Yankee dog original poster! You want advice for first turn? Happy to oblige! Hai!

1. Move Enterprise and Lexington towards expected KB retreat path. Seek combat immediately! Very important to try to fight KB individually! Set all bomber pilots on "training" first.

2. Fight Chinese forward in open hexes! Good! Yes! No retreat!

3. Institute "Plan Orange" with large TK and AO convoys. Important to get all your TK and AO ship types around Luzon, Phillipines. Sail them through straits of Luzon-most direct. Hai! No need for pesky escorts.

4. Evacuate Palembang immediately. Soerbaja too. Best to not fight at all.

5. Reinforce Australian bases of Tasmania and Adelaide. No worry about Northern Australia, Eastern or Western Australia.

6. Mainland Allied dog pilots everywhere set to "rest". It's a long war, why tire yourselves out, Yankee?

Hope this helps. Hai!



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Post #: 22
RE: Help me get over first turn inertia... - 12/31/2012 2:20:45 AM   
ilovestrategy


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Oh Poultry Boy. ROFL!!!!!!!!

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Post #: 23
RE: Help me get over first turn inertia... - 12/31/2012 9:02:07 AM   
Barb


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Re: Pompack:

The "large number" of Chinese Divisions that went to Burma to be retrained with US weapons and helped Stilwell to reopen Ledo Road were in fact 3 Divisions: New 22nd, 38th and 30th Division.
All other units never crossed to Burma (defending the Salween), or retreated back to China after Burma campaign (1942).

Equipping a large number of Chinese Divisions was an actual plan, but as most of the equipment had to be air transported over the hump and there were raising requests to support 14 USAAF not much of the material got there. Add to that inefficiency of bureaucratic apparatus, warlord factions and common corruption half of the material never showed up on its destination...

Chinese pilots were sent to India for training however.

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Post #: 24
RE: Help me get over first turn inertia... - 12/31/2012 5:42:04 PM   
crsutton


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quote:

ORIGINAL: geofflambert


quote:

ORIGINAL: pompack



1. you want to reflag any Chinese LCU that you can and MOVE them to Burma/India to avoid using Chinese supply for training/rebuild



Sounds gamey to me, but I hate house rules and wouldn't stop you. I'm ok with the air units.




It does at first but any concerted Japanese drive in China (almost always) puts the Chinese in such desperate straights that it just cannot be avoided. Chinese units will not take replacements in China once the major production centers are lost to Japan.

And there are only about a full corps worth of Chinese units that can be bought out. Most all are white restricted.

In the end I was slow marching destroyed Chinese units overland to India (takes forever and they cannot use air transport) and rebuilding them there.

The Allies did rebuild Chinese troops in India and kept a large Chinese army in Burma so who is to say that this cannot be done on a larger scale. Every JFB seems fine with tearing every possible unit out of Manchuria to crush China with but when it comes to the Allied player using Chinese units in Burma an India that becomes a problem. Besides, the Japanese player can take measures to prevent this by taking Burma and then driving up the Burma Rd into China.

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Post #: 25
RE: Help me get over first turn inertia... - 12/31/2012 6:13:53 PM   
Chickenboy


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quote:

ORIGINAL: crsutton
Every JFB seems fine with tearing every possible unit out of Manchuria to crush China with but when it comes to the Allied player using Chinese units in Burma an India that becomes a problem.


So long as the Allied player pays PP for moving Chinese units across national boundaries (like the 'every possible unit torn from Manchuria' for the JFBs), I've no problems with this. You pay the PP, get 'em changed to wherever you like and then do what you wish with 'em.

Whazat? Can't 'buy' a lot of Chinese corps to an unrestricted HQ? I wonder why that might be?

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Post #: 26
RE: Help me get over first turn inertia... - 12/31/2012 6:51:58 PM   
jetjockey


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quote:

ORIGINAL: Chickenboy


quote:

ORIGINAL: crsutton
Every JFB seems fine with tearing every possible unit out of Manchuria to crush China with but when it comes to the Allied player using Chinese units in Burma an India that becomes a problem.


So long as the Allied player pays PP for moving Chinese units across national boundaries (like the 'every possible unit torn from Manchuria' for the JFBs), I've no problems with this. You pay the PP, get 'em changed to wherever you like and then do what you wish with 'em.

Whazat? Can't 'buy' a lot of Chinese corps to an unrestricted HQ? I wonder why that might be?

+1

(in reply to Chickenboy)
Post #: 27
RE: Help me get over first turn inertia... - 12/31/2012 7:21:50 PM   
Mac Linehan

 

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From: Denver Colorado
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Gents -

As always, a very informative and useful discussion - with differing views from the Big Boys. <grin>

Yet another thread added to my reference library...

Cricket Mac

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Post #: 28
RE: Help me get over first turn inertia... - 1/1/2013 12:05:35 AM   
Joe D.


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quote:

ORIGINAL: stretch

... What would you say are the 3 or 5 most important things I MUST DO on turn 1 as the Allies, or I will really regret it 6 months, or a year, into the game?


Although I evacute any defenseless transports and cargo ships in harm's way, I build-up the defenses of key bases, such as Rangoon, Singapor -- the longer it takes the IJ AI to take them, the more breathing space you create for yourself until it's time for your counteroffensive.

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Post #: 29
RE: Help me get over first turn inertia... - 1/1/2013 4:49:25 AM   
stretch


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Getting the P40s out of the Philippines will cost me PPs, I assume you feel this is a worthy early use of them? Still trying to get done with first turn :)

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Post #: 30
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