Shannon V. OKeets
From: Honolulu, Hawaii
(5) Where are the expected areas of conflict, with whom, and what type of combat (land, naval, air, and/or convoys)?
German factories and oil resource(s) - land attacks and strategic bombing
Italian factories - land attacks and strategic bombing
Spain - land
Western Med, Italian Coast, and Eastern Med. - naval surface fleet combat with Italy, attack Italian convoys.
North Sea and Baltic Sea - naval surface fleet combat with Germany
Maybe this is covered by the "Tactical AI", but one of the targets in Offense, should be the enemy HQs.
This is true for any army at land war. Targeting enemy HQs is a very important thing to do.
(6) What is the master production plan by unit type and gearing limits?
This depends on players.
Of note, building 1 or 2 armor capable units (ARM or MECH) is good to create an anti blitz stack. 1 may be enough, as there is already one on the spiral.
1.3 Make initiative choices (going first, rerolling); s.6 (2 Re)
There are several items involved here. First the subordinates to the JCS need to determine the likely cost in CVs of going first versus going second in the current turn. In most cases, when given the opportunity to go first, France should take it. The decision about going first or second lies in the hands of the GS because of the importance of getting the initiative at certain times. The decision to reroll is identical in this regard.
France should not try to go first at every opportunity (The CW has more chances to ask for this, because of convoy defending). France should try to make the Intiative go toward the +2 Allied section as soon as possible.
The only turns when France should advocate to go first if possible are the turn when Germany will DoW, and the couple of turns thereafter.
1.7 Make intelligence decisions (Re & In)
France should aim at gaining intell points, so France should most of the time choose to have multipliers, and not dices.
But France should also not forget about using the Intell before Germany Vichyfies it.
The CW should be choosing dices, as the CW has 2 dices for every Intell Point.
This said, France should never spend a BP on Intell Operations, France has to scarse BPs.
It France has a spare BP during a production phase, France should store it for next turn, and not buy an Intell point.
1.8 Decide whether to destroy factories; s. 22.2 (1 In)
Destroy all blue enemy factories whenever possible. Orders are passed along to Field Marshals to move land units into blue factory hexes and destroy them.
France should not destroy its own blue factories. The enemy can't use them, but France will be able to use them when France is liberated, so destroying them goes against France interests.
1.9 Choose new home country (1 Re)
This is a hard coded decision, since there are few choices.
Should not be hardcoded.
Should be a choice amongst the available Free France countries. The one that will be chosen should be one with the most cities and the most ports and eventualy RPs. The one chosen should not be too far away from the UK and the USA, for future lend lease, and should be reasonably close to the future European field of battle.
Attacking enemy HQ is tactical (Field Marshal Decision Maker)
Builds depend upon the players? If you cuold propose several different 'personalities' and how they would build, that would be great. I could make them alternatives for the AIO.
Ok, France defers to CW for reroll decision - that's fine. Decision to go first is sometimes forced on France as Yes when disaster looms. But given nothing tragic about to occur, then No is France's preference. Ok.
Intell - thanks, I've never played with Intell and was at a loss as to what to do.
Destroy enemy blue factories.
I think hard-coded is possible. Assume all the French territories go Free France, which should be the new home country? And if that one is not available, but all the others are? And so on.
Perfection is an elusive goal.