AI for MWiF - USA

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composer99
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RE: AI for MWiF - USA

Post by composer99 »

Ah; I misunderstood your inquiry.

So, given the specific application of rule 13.6.6 to neutral major powers, your inquiry correctly summarizes the effects of the rule.
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RE: AI for MWiF - USA

Post by Extraneous »

22. Gear up production (either) the USA plays this against either (Ge/It) entry pool and tension pool or (Ja) entry pool and tension pool
(There is a 90% chance of a USA entry pool chit being moved to the USA tension pool)
The US production multiple increases by 0.25. You also need a tension level of at least 11 against all major powers on the other side before this option may be chosen.

Shouldn't this read:

You also need a tension level of at least 11 against all major powers on the Axis side before this option may be chosen.

University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
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RE: AI for MWiF - USA

Post by composer99 »

Not required; the US is by definition on the Allied side. Therefore 'the other side' of the US is by definition the Axis.

See §1 Introduction:
World in Flames (“WiF”) is Australian Design Group’s strategic level game of the Second World War. Up to six players will manage the economies and conduct the military operations of the major nations involved in that conflict, either as a member of the Axis (Germany, Italy and Japan) or as one of the Allies (China, the Commonwealth, France, the USSR and the USA).

See §23 Index & Glossary:
Allies [USA, Commonwealth, USSR, France, China and their controlled minor countries]
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RE: AI for MWiF - USA

Post by Extraneous »

For those of you who thing I haven't been using my post to show how to play the game.

China ~ for Lend lease and giving resources

CW ~ for convoy lines and surprise port attacks

France ~ for Vichy France, Free France, and Naval moves

USA ~ for scrapping units and production



I haven't finished checking this but considering things I will just post it and wait for the flames.



24.4.7 The Global war: Sep/Oct 1939 ~ Jul/Aug 1945
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My production priorities are:

1) All builds are subject to change if the situation warrants it.

2) Establish an ASW capability as soon as possible the action is going to be in Europe and Asia so you will need to protect the Convoy lines.

3) Establish an Amphibious capability to allow your Land units to invade. Make sure you build a Land unit built so your AMPH has a purpose.

4) Start putting things that take the longest to build as early as possible into the Construction Pool. You don't necessarily have to compete them but have them available in the Construction Pool to be finished as your production increases.

5) Early in the game Land units do not normally need to be built. No one on the Axis side (that is sane) wants to see the USA as an active major power in 1939 or early 1940. The USA producing 40 BP a turn with no gearing limits on the first turn would very quickly empty the early force pools.

6) Build aircraft with Pilots. Make sure any Carriers have a CVP on them as they come in as reinforcements.


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Note: The inclusion of the USA entry pools, USA tension pools, and USA entry levels are for reference only and are not to be considered as being advocated.

This was only included to see if it could be calculated when the USA player would be able to increase the USA tension pools to be able to increase production.

22. Gear up production (either) the USA plays this against either (Ge/It) entry pool and tension pool or (Ja) entry pool and tension pool
(There is a 90% chance of a USA entry pool chit being moved to the USA tension pool)
The US production multiple increases by 0.25. You also need a tension level of at least 11 against all major powers on the other side before this option may be chosen.

No attempt to determine markers moved from the USA entry pools to the USA tension pools has been considered (as this would decrease the USA entry pool).

No attempt to determine markers drawn from the common entry marker pool that are used in offensive/defensive garrison values has been considered (as they would decrease the percentages of available markers in the common entry marker pool).

In 24.4.7 The Global war: Sep/Oct 1939 ~ Jul/Aug 1945 the common entry marker pool consists of: zeros 3.3%, ones 30%, twos 23.3%, threes 20%, fours 20%, and fives 3.3%.

The USA pool levels are given as:
Minimum ~ calculated by using only the lowest values available in the common entry marker pool.
Maximum ~ calculated by using only the highest values available in the common entry marker pool.
Average ~ calculated as half the maximum (this will probably give you a slightly higher average).

Your actual draws from the marker pool should probably result by being somewhere between minimum and average.

When calculating the minimum and maximum they were adjusted due to the availability of the respective lowest and highest values available in the common entry marker pool.

Example:
When you have one 5 or one zero it can't be in both (Ge/It) and (Ja) pools at the same time.
When you have allocated the 5 and all six of the 4's the next draw from the common entry marker pool has to be a 3.
When you have allocated the zero and all nine of the 1's the next draw from the common entry marker pool has to be a 2.

All values were rounded up.


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USA Production
18x Oil resources
3x Oil resources from trade agreement with Venezuela
21x Oil resources total

-2x Oil resources for trade agreement with Japan
15x Oil resources used for production
4x Oil resource saved
21x Oil resources used

25x Resources
23x Resources used for production
-2x Resources for trade agreement with Japan
25x Resources used


40x Factories
38x Factories used in production
2x Factories not used in production

0.25 production multiplier

9.5x BP from production rounded up to 10x BP
1x BP from trade agreement with Japan

11x BP total generated

--------------------------------------------------------------------------------------------------------------
September/October 1939
2 common entry marker in the USA (Ge/It) entry pool (minimum 1 ~ average 5 ~ maximum 9)
0 common entry marker in the USA (Ge/It) tension pool
The USA (Ge/It) entry level = (USA (Ge/It) entry pool x 1.5) + (USA (Ja) entry pool / 2) (minimum 3.5 (rounded to 4) ~ average 9 ~ maximum 15.5 (rounded to 16))

1 marker in the USA (Ja) entry pool (minimum 0 ~ average 3 ~ maximum 5)
0 markers in the USA (Ja) tension pool
The USA (Ja) entry level = (USA (Ja) entry pool x 1.5) + (USA (Ge/It) entry pool / 2) (minimum 0.5 (rounded to 1) ~ average 7 ~ maximum 11.5 (rounded to 12))

USA entry actions (this is a very simplified version due to the lack of importance at this time)
First Impulse
20. Germany declares war on Poland (1 USA entry marker and a 20% chance of another will be added to the USA (Ge/It) entry pool)
25. The CW or France or both declare war on Germany (There is a 80% chance that a USA entry marker will be added to the USA (Ge/It) entry pool)
If the CW and France don't declare war on the Germany in the same impulse this done separately for both the CW and France.

Germany attacks across the Polish border. The CW moves to reinforce its positions in Egypt and the Mediterranean. France mans the Maginot line.

Second Impulse
20. Germany declares war on ~ Denmark (There is a 30% chance of a USA entry marker will be added to the USA entry pool)
19. Japan aligns a minor country ~ Siam (There is a 30% chance that a USA entry marker will be added to the USA (Ja) entry pool for Siam)
This occurs when the minor country aligns with a major power (see 9.8 Aligning minors). A minor that joins a side because a major power declares war on it doesn’t count.
26. The USSR controls Eastern Poland (There is a 70% chance that a USA entry marker will be removed from the USA (Ge/It) entry pool)
The USSR can exercise its Nazi-Soviet Pact rights to occupy eastern Poland during any Allied land movement step. However, it can only exercise those rights if Poland has not been conquered (see 19.5.1 Eastern Poland).

Germany conquers Denmark and Poland.

On average USA entry actions would result in:
3 common entry marker in the USA (Ge/It) entry pool (minimum 2 ~ average 7 ~ maximum 13)
0 common entry marker in the USA (Ge/It) tension pool
The USA (Ge/It) entry level = (USA (Ge/It) entry pool x 1.5) + (USA (Ja) entry pool / 2) (minimum 3 ~ average 12 ~ maximum 21.5 (rounded to 22))

1 marker in the (Ja) entry pool (minimum 0 ~ average 3 ~ maximum 5)
0 markers in the USA (Ja) tension pool
The USA (Ja) entry level = (USA (Ja) entry pool x 1.5) + (USA (Ge/It) entry pool / 2) (minimum 1 ~ average 8 ~ maximum 13.5 (rounded to 14))


Third Impulse
Germany starts moving back to positions on the borders of Belgium, France, and Netherlands.


Construction pool
Light Carriers ~ Langley (2+2 BP 6 turns)
Battleships/Battlecruisers ~ Wyoming (2+3 BP 6 turns)

Force Pools
22x Ships (not counting CP or Tankers)
1x Carrier ~ Hornet (2+3 BP 6 turns)
3x Battleships/Battlecruisers ~ Indiana (2+4 BP 6 turns), Massachusetts (2+4 BP 6 turns), and South Dakota (2+4 BP 6 turns)
1x ASW (1+2 BP 2 turns)
3x AMPH ~ 2x AMPH (3+3 BP 4 turns) and 1x AMPH (3+4 BP 4 turns)
14x TRS ~ 1x TRS (2+2 BP 3 turns), 8x TRS (2+3 BP 3 turns), and 5x TRS (2+4 BP 3 turns)
1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))

5x Submarines
5x SUB (1+1 BP 3 turns)

42x Aircraft
22x CVP (0/1 BP 4 turns)
8x CVP (yellow size 2) ~ 2x F4F-3 Wildcat (0 BP 4 turns), 2x TBD Devastator (0 BP 4 turns), 2x TBD Devastator (1 BP 4 turns), 2x SBC-4 Helldiver (1 BP 4 turns),
14x CVP (blue size 4) ~ 2x F4F-3 Wildcat (1 BP 4 turns), 2x F4F-4 Wildcat (1 BP 4 turns), 2x SBD-1 Dauntless (1 BP 4 turns), 2x TBD Devastator (1 BP 4 turns), 4x SBD-3 Dauntless (1 BP 4 turns), 2x SBD-4 Dauntless (1 BP 4 turns)
7x FTR 2 ~ 2x P-35 (2 BP 2 turns), 2x P-36A Mohawk (2 BP 2 turns), 1x F2A Buffalo (2 BP 2 turns), 1x P-40 Tomahawk (2 BP 2 turns), 1x P-40C Tomahawk (2 BP 2 turns)
4x LND 3 ~ 1x B-18 Bolo (3 BP 3 turns), 1x B-18A Bolo (3 BP 3 turns), 1x A-20A Boston I (3 BP 3 turns), 1x A-22 Maryland (3 BP 3 turns)
1x LND 4 ~ 1x B-17B Flying Fortress (4 BP 4 turns)
2x NAV 2 ~ 1x TBD Devastator (2 BP 2 turns), 1x A-24 Dauntless (2 BP 2 turns)
4x NAV 3 ~ 1x PBY1 Catalina (3 BP 3 turns), 1x PBY5 Catalina (3 BP 3 turns), 2x A-29 Hudson (3 BP 3 turns)
2x ATR 3 ~ 2x C-47 Skytrain (3 BP 3 turns)

7x Armor: 2x ARM (6 BP 3 turns), 3x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns)
17x Infantry:
5x MOT (4 BP 3 turns), 5x INF (3 BP 2 turns), 1x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turn), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns)

3x Artillery: 1x Gun (1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns))

0x Supply: 1x SUPP (3 BP)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and atomic bombs
Pilots: 1x Pilot (2 BP 3 turns)


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Turn 1: September/October 1939
Reserves (they are not built but instead are called up when war is declared)
I MAR, VII MOT, LA MIL, and Washington MIL

Construction pool
1x Light Carrier ~ Langley [fd] (2 BP 6 turns)
1x Battleship/Battlecruiser ~ Wyoming [fd] (3 BP 6 turns)

Force Pools
22x Ships (not counting CP or Tankers): 1x Carrier (2+3 BP 6 turns), 3x Battleships/Battlecruisers (2+4 BP 6 turns), 1x ASW (1+2 BP 2 turns), 3x AMPH (3+3/4 BP 4 turns), and 14x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
5x Submarines: 5x SUB (1+1 BP 3 turns)
42 x Aircraft: 22x CVP (0/1 BP 4 turns), 7x FTR 2 (2 BP 2 turns), 4x LND 3 (3 BP 3 turns), 1x LND 4 (4 BP 4 turns), 2x NAV 2 (2 BP 2 turns), 4x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
7x Armor: 2x ARM (6 BP 3 turns), 3x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
17x Infantry: 5x MOT (4 BP 3 turns), 5x INF (3 BP 2 turns), 1x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
2x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns)
1x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and atomic bombs
Pilots: 1x Pilot (2 BP 3 turns)


Production
Ships (Gearing limit None)
From the Force pools
1x Carrier ~ Hornet [fd] (2+3 BP 6 turns) (enters the Construction pool Nov/Dec 1940)
1x Battleship/Battlecruiser (2+4 BP 6 turns) (enters the Construction pool Nov/Dec 1940)
1x AMPH [fd] (3+3/4 BP 4 turns) (enters the Construction pool May/Jun 1940)
1x ASW [fd] (1+2 BP 2 turns) (enters the Construction pool Jan/Feb 1940)

Aircraft (Gearing limit None)
From the Force pools
1x CVP (0/1 BP 4 turns) (Reinforcement May/Jun 1940) If you get a CVP (0 BP 4 turns) use the 3 BP to build something else.

Pilots (Gearing limit None)
1x Pilot (2 BP 3 turns) (Reinforcement Mar/Apr 1940)

11x BP used

Turn 1: September/October 1939
1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


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Turn 2: November/December 1939
The USA player draws a common entry marker and adds it to the USA (Ge/It) entry pool.
4 markers in the USA (Ge/It) entry pool (minimum 3 ~ average 9 ~ maximum 17)
0 markers in the USA (Ge/It) tension pool
The USA (Ge/It) entry level = (USA (Ge/It) entry pool x 1.5) + (USA (Ja) entry pool / 2) (minimum 4.5 (rounded to 5) ~ average 9 ~ maximum 27.5 (rounded to 28))

1 marker in the (Ja) entry pool (minimum 0 ~ average 3 ~ maximum 5)
0 markers in the USA (Ja) tension pool
The USA (Ja) entry level = (USA (Ja) entry pool x 1.5) + (USA (Ge/It) entry pool / 2) (minimum 1.5 (rounded to 2) ~ average 9 ~ maximum 15.5 (rounded to 16))


Force Pools
18x Ships (not counting CP or Tankers): 2x Battleships/Battlecruisers (2+4 BP 6 turns), 2x AMPH (3+3/4 BP 4 turns), and 14x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
5x Submarines: 5x SUB (1+1 BP 3 turns)
41 x Aircraft: 21x CVP (0/1 BP 4 turns), 7x FTR 2 (2 BP 2 turns), 4x LND 3 (3 BP 3 turns), 1x LND 4 (4 BP 4 turns), 2x NAV 2 (2 BP 2 turns), 4x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
7x Armor: 2x ARM (6 BP 3 turns), 3x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
17x Infantry: 5x MOT (4 BP 3 turns), 5x INF (3 BP 2 turns), 1x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
2x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns)
1x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and Atomic bombs: 1x A-BOMB (1 BP 1 turn) (available 1945)
Pilots: 1x Pilot (2 BP 3 turns)


Reinforcements
Heavy Cruiser ~ Houston
Light Cruisers ~ Helena and St Louis

Construction pool
1x Light Carrier ~ Langley [fd] (2 BP 6 turns)
1x Battleship/Battlecruiser ~ Wyoming [fd] (3 BP 6 turns)
1x Sub [fd] (1 BP 3 turns) (enters the Construction pool from set up)

Production
Ships (Gearing limit 5)
From the Force pools
2x Battleships/Battlecruisers [fd] (2+4 BP 6 turns) (enters the Construction pool Nov/Dec 1940)
1x AMPH [fd] (3+3/4 BP 4 turns) (enters the Construction pool Jul/Aug 1940)

Submarines (Gearing limit 1)
From the Force pools
1x SUB [fd] (1+1 BP 3 turns) (enters the Construction pool May/Jun 1940)

Aircraft (Gearing limit 2)
From the Force pools
1x CVP (0/1 BP 4 turns) (Reinforcement Jul/Aug 1940) if you get a CVP (0 BP 4 turns) save the 1 BP or build something else (like a saved oil marker).

Pilots (Gearing limit 2)
1x Pilots (2 BP 3 turns each) (Reinforcement May/Jun 1940)

11x BP used

Turn 2: November/December 1939
1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


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Turn 3: January/February 1940
The USA player draws a common entry marker and adds it to the USA (Ge/It) entry pool.
5 markers in the USA (Ge/It) entry pool (minimum 4 ~ average 11 ~ maximum 21)
0 markers in the USA (Ge/It) tension pool
The USA (Ge/It) entry level = (USA (Ge/It) entry pool x 1.5) + (USA (Ja) entry pool / 2) (minimum 6 ~ average 18 ~ maximum 33.5 + (rounded to 34))

1 marker in the (Ja) entry pool (minimum 0 ~ average 3 ~ maximum 5)
0 markers in the USA (Ja) tension pool
The USA (Ja) entry level = (USA (Ja) entry pool x 1.5) + (USA (Ge/It) entry pool / 2) (minimum 2 ~ average 10 ~ maximum 17.5 (rounded to 18))


2x F4F-3 Wildcat (1938 change from yellow size 2 to light blue size 1)
2x TBD Devastator (1938 change from yellow size 2 to light blue size 1)

Additions to the Force Pools
16x Ships (not counting CP or Tankers):
3x Battleships/Battlecruisers ~ Alabama (2+4 BP 6 turns), Iowa (2+5 BP 6 turns), and New Jersey (2+5 BP 6 turns)
8x Light Cruisers ~ Atlanta (1+1 BP 5 turns), Cleveland (1+2 BP 5 turns), Columbia (1+2 BP 5 turns), Denver (1+2 BP 5 turns), Juneau (1+1 BP 5 turns), Montpellier (1+2 BP 5 turns), San Diego (1+1 BP 5 turns), and San Juan (1+1 BP 5 turns)
1x ASW CV (1+3 3 turns)
1x ASW (1+1 2 turns)
1x AMPH (3+4 BP 4 turns)
3x TRS (2+4 BP 3 turns)

2x Submarines: 1x SUB (1+1 BP 3 turns) and 1x SUB (1+2 BP 3 turns)

17x Aircraft:
8x CVP ~ 2x CVP F4F-4 Wildcat (blue size 4) (1 BP 4 turns), 2x CVP SBD-4 Dauntless (red size 5) (1 BP 4 turns), 4x CVP SBD-4 Dauntless (blue size 4) (1 BP 4 turns)
4x FTR 2 ~ 2x F4F-3 Wildcat (2 BP 2 turns), 1x P-40B Tomahawk (2 BP 2 turns), 1x P-40C Tomahawk (2 BP 2 turns)
2x LND 3 ~ 1x B-25B Mitchell (3 BP 3 turns), 1x B-25C Mitchell (3 BP 3 turns)
1x LND 4 ~ 1x B-17E Flying Fortress (4 BP 4 turns)
1x NAV 2 ~ 1x A-24 Banshee (2 BP 2 turns)
1x NAV 3 ~ 1x PBM-1 Mariner (3 BP 3 turns)

2x Armor: 1x Eisenhower (HQ-A) (9 BP 4 turns) and 1x XV MECH (5 BP 3 turns)

3x infantry: 1x XXXIX INF (3 BP 2 turns), 1x V MAR (5 BP 3 turns), and XXXIV PARA (5 BP 4 turns)

1x Artillery: 1x 4.5 inch Gun (5 BP 3 turns)

1x Supply: 1x SUPP (3 BP)

Force Pools
32x Ships (not counting CP or Tankers): 3x Battleships/Battlecruisers (2+4 BP 6 turns), 8x Light Cruisers (1+1 BP 5 turns), 1x ASW CV (1+3 3 turns), 1x ASW (1+1 2 turns), 2x AMPH (3+3/4 BP 4 turns), and 17x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
7x Submarines: 5x SUB (1+1/2 BP 3 turns)
57 x Aircraft: 28x CVP (0/1 BP 4 turns), 11x FTR 2 (2 BP 2 turns), 6x LND 3 (3 BP 3 turns), 2x LND 4 (4 BP 4 turns), 3x NAV 2 (2 BP 2 turns), 5x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
9x Armor: 1x HQ-A (9 BP 4 turns), 2x ARM (6 BP 3 turns), 4x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
20x Infantry: 5x MOT (4 BP 3 turns), 6x INF (3 BP 2 turns), 1x MAR (5 BP 3 turns), 2x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
3x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns) and 1x 4.5 inch Gun (5 BP 3 turns)
2x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and Atomic bombs: 1x A-BOMB (1 BP 1 turn) (available 1945)
Pilots: 1x Pilot (2 BP 3 turns)


Construction pool
1x Light Carrier ~ Langley [fd] (2 BP 6 turns)
1x Battleship/Battlecruiser ~ Wyoming [fd] (3 BP 6 turns)
1x ASW [fd] (1+3 BP 2 turns) (enters the Construction pool)
1x Sub [fd] (1 BP 3 turns)

Production
Ships (Gearing limit 4)
From the Construction Pool:
1x ASW [fu] (2 BP 2 turns) (Reinforcement May/Jun 1940)
From the Force Pools:
2x Battleships/Battlecruisers [fd] (2+4 BP 6 turns) (enters the Construction pool Jan/Feb 1941)
1x ASW CV [fd] (1+3 BP 3 turns) (enters the Construction pool Jul/Aug 1940)

Submarine (Gearing limit 2)
1x SUB (1+1/2 BP 3 turns) (enters the Construction pool Jul/Aug 1940)

Aircraft (Gearing limit 2)
From the Force Pools
1x CVP (0/1 BP 4 turns) (Reinforcement Jul/Aug 1940) if you get a CVP (0 BP 4 turns) save the 1 BP or build something else (like a saved oil marker or SUB).

Pilots (Gearing limit 2)
1x Pilots (2 BP 3 turns each) (Reinforcement Jul/Aug 1940)

11x BP used

Turn 3: January/February 1940
1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


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Turn 4: March/April 1940
The USA player draws a common entry marker and adds it to the USA (Ge/It) entry pool.
6 markers in the USA (Ge/It) entry pool (minimum 5 ~ average 15 ~ maximum 29)
0 markers in the USA (Ge/It) tension pool
The USA (Ge/It) entry level = (USA (Ge/It) entry pool x 1.5) + (USA (Ja) entry pool / 2) (minimum 7.5 (rounded to 8) ~ average 24 ~ maximum 45.5 (rounded to 46))

1 marker in the (Ja) entry pool (minimum 0 ~ average 3 ~ maximum 5)
0 markers in the USA (Ja) tension pool
The USA (Ja) entry level = (USA (Ja) entry pool x 1.5) + (USA (Ge/It) entry pool / 2) (minimum 2.5 (rounded to 3) ~ average 12 ~ maximum 21.5 (rounded to 22))


Reinforcements
Carriers ~ Wasp, 1x CVP, and 1x CP
1x Pilots

Force Pools
29x Ships (not counting CP or Tankers): 1x Battleship/Battlecruiser (2+4 BP 6 turns), 8x Light Cruisers (1+1 BP 5 turns), 1x ASW (1+1 BP 3 turns), 2x AMPH (3+3/4 BP 4 turns), and 17x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
6x Submarines: 5x SUB (1+1/2 BP 3 turns)
56 x Aircraft: 27x CVP (0/1 BP 4 turns), 11x FTR 2 (2 BP 2 turns), 6x LND 3 (3 BP 3 turns), 2x LND 4 (4 BP 4 turns), 3x NAV 2 (2 BP 2 turns), 5x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
9x Armor: 1x HQ-A (9 BP 4 turns), 2x ARM (6 BP 3 turns), 4x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
20x Infantry: 5x MOT (4 BP 3 turns), 6x INF (3 BP 2 turns), 1x MAR (5 BP 3 turns), 2x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
3x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns) and 1x 4.5 inch Gun (5 BP 3 turns)
2x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and Atomic bombs: 1x A-BOMB (1 BP 1 turn) (available 1945)
Pilots: 1x Pilot (2 BP 3 turns)


Construction pool
Light Carrier ~ Langley [fd] (2 BP 6 turns)
Battleship/Battlecruiser ~ Wyoming [fd] (3 BP 6 turns)
Sub [fd] (1 BP 3 turns)

Production
Ships (Gearing limit 5)
From the Force Pools:
1x Battleship/Battlecruiser [fd] (2+4 BP 6 turns) (enters the Construction pool Mar/Apr 1941)
3x Light Cruisers [fd] (1+1/2 BP 5 turns) (enters the Construction pool Jan/Feb 1941)
1x ASW [fd] (1+1 BP 3 turns) (enters the Construction pool Sep/Oct 1940)

Submarine (Gearing limit 2)
None.

Aircraft (Gearing limit 2)
From the Force Pools:
1x LND 3 (3 BP 3 turns) (Reinforcement Sep/Oct 1940)

Pilots (Gearing limit 3)
1x Pilots (2 BP 3 turns each) (Reinforcement Sep/Oct 1940)

11x BP used

Turn 4: March/April 1940
1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


--------------------------------------------------------------------------------------------------------------
Turn 5: May/June 1940
The USA player draws a common entry marker and adds it to the USA (Ge/It) entry pool.
7 markers in the USA (Ge/It) entry pool (minimum 6 ~ average 16 ~ maximum 31)
0 markers in the USA (Ge/It) tension pool
The USA (Ge/It) entry level = (USA (Ge/It) entry pool x 1.5) + (USA (Ja) entry pool / 2) (minimum 9 ~ average 25.5 (rounded to 26) ~ maximum 48.5 (rounded to 49))

1 marker in the (Ja) entry pool (minimum 1 ~ average 3 ~ maximum 5)
0 markers in the USA (Ja) tension pool
The USA (Ja) entry level = (USA (Ja) entry pool x 1.5) + (USA (Ge/It) entry pool / 2) (minimum 3 ~ average 12.5 (rounded to 13) ~ maximum 22.5 rounded to 23))


Reinforcements
1x CVP
1x ASW

Force Pools
24x Ships (not counting CP or Tankers): 5x Light Cruisers (1+1 BP 5 turns), 2x AMPH (3+3/4 BP 4 turns), and 17x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
6x Submarines: 5x SUB (1+1/2 BP 3 turns)
55 x Aircraft: 27x CVP (0/1 BP 4 turns), 11x FTR 2 (2 BP 2 turns), 5x LND 3 (3 BP 3 turns), 2x LND 4 (4 BP 4 turns), 3x NAV 2 (2 BP 2 turns), 5x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
9x Armor: 1x HQ-A (9 BP 4 turns), 2x ARM (6 BP 3 turns), 4x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
20x Infantry: 5x MOT (4 BP 3 turns), 6x INF (3 BP 2 turns), 1x MAR (5 BP 3 turns), 2x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
3x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns) and 1x 4.5 inch Gun (5 BP 3 turns)
2x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and Atomic bombs: 1x A-BOMB (1 BP 1 turn) (available 1945)
Pilots: 1x Pilot (2 BP 3 turns)

Construction pool
Light Carrier ~ Langley [fd] (2 BP 6 turns)
Battleship/Battlecruiser ~ Wyoming [fd] (3 BP 6 turns)
1x AMPH [fd] (3/4 BP 4 turns) (enters the Construction)
1x SUB [fd] (1 BP 3 turns)

Production
Ships (Gearing limit 6)
From the Construction pool
1x AMPH [fu] (3/4 BP 4 turns) (Reinforcement Jan/Feb 1941)
From the Force pools
3x Light Cruisers [fd] (1+1/2 BP 5 turns) (enters the Construction pool Mar/Apr 1941)

Aircraft (Gearing limit 2)
From the Force Pools:
1x FTR 2 (2 BP 3 turns) (Reinforcement Nov/Dec 1940)

Pilots (Gearing limit 2)
1x Pilots (2 BP 3 turns each) (Reinforcement Nov/Dec 1940)

11x BP used


Turn 5: May/June 1940
1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


--------------------------------------------------------------------------------------------------------------
Turn 6: July/August 1940
The USA player draws a common entry marker and adds it to the USA (Ge/It) entry pool.

Reinforcements
1x LND 3 (3 BP 3 turns)
1x Pilots

Force Pools
21x Ships (not counting CP or Tankers): 2x Light Cruisers (1+1 BP 5 turns), 2x AMPH (3+3/4 BP 4 turns), and 17x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
6x Submarines: 5x SUB (1+1/2 BP 3 turns)
54 x Aircraft: 27x CVP (0/1 BP 4 turns), 10x FTR 2 (2 BP 2 turns), 5x LND 3 (3 BP 3 turns), 2x LND 4 (4 BP 4 turns), 3x NAV 2 (2 BP 2 turns), 5x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
9x Armor: 1x HQ-A (9 BP 4 turns), 2x ARM (6 BP 3 turns), 4x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
20x Infantry: 5x MOT (4 BP 3 turns), 6x INF (3 BP 2 turns), 1x MAR (5 BP 3 turns), 2x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
3x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns) and 1x 4.5 inch Gun (5 BP 3 turns)
2x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and Atomic bombs: 1x A-BOMB (1 BP 1 turn) (available 1945)
Pilots: 1x Pilot (2 BP 3 turns)


Construction pool
Light Carrier ~ Langley [fd] (2 BP 6 turns)
Battleship/Battlecruiser ~ Wyoming [fd] (3 BP 6 turns)
Sub [fd] (1 BP 3 turns)

Production
Ships (Gearing limit 5)
From the Force pools
2x Light Cruisers [fd] (1+1/2 BP 5 turns) (enters the Construction pool May/Jun 1941)
1x AMPH [fd] (3+3/4 BP 4 turns) (enters the Construction pool Mar/Apr 1941)

Infantry (Gearing limit 1)
From the Force pools
1x INF (3 BP 2 turns) (Reinforcement Nov/Dec 1940)

Aircraft (Gearing limit 2)
1x CVP (0/1 BP 4 turns) (Reinforcement Mar/Apr 1941) if you get a CVP (0 BP 4 turns) save the 1 BP or build something else (like a saved oil marker or SUB).

Pilots (Gearing limit 2)
From the Force pools
1x Pilot (2 BP 3 turns) (Reinforcement Jan/Feb 1941)

11x BP used


Turn 6: July/August 1940
1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


--------------------------------------------------------------------------------------------------------------
Turn 7: September/October 1940
The USA player draws a common entry marker and adds it to the USA (Ge/It) entry pool.

Reinforcements
1x LND 3
1x Pilots

Force Pools
18x Ships (not counting CP or Tankers): 1x AMPH (3+3/4 BP 4 turns), and 17x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
6x Submarines: 5x SUB (1+1/2 BP 3 turns)
53 x Aircraft: 26x CVP (0/1 BP 4 turns), 10x FTR 2 (2 BP 2 turns), 5x LND 3 (3 BP 3 turns), 2x LND 4 (4 BP 4 turns), 3x NAV 2 (2 BP 2 turns), 5x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
9x Armor: 1x HQ-A (9 BP 4 turns), 2x ARM (6 BP 3 turns), 4x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
19x Infantry: 5x MOT (4 BP 3 turns), 5x INF (3 BP 2 turns), 1x MAR (5 BP 3 turns), 2x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
3x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns) and 1x 4.5 inch Gun (5 BP 3 turns)
2x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and Atomic bombs: 1x A-BOMB (1 BP 1 turn) (available 1945)
Pilots: 1x Pilot (2 BP 3 turns)

Construction pool
1x Carrier ~ Hornet [fd] (3 BP 6 turns) (enters the Construction pool)
1x Light Carrier ~ Langley [fd] (2 BP 6 turns)
1x Battleships/Battlecruisers ~ Wyoming [fd] (3 BP 6 turns)
Sub [fd] (1 BP 3 turns)

Production
Ships (Gearing limit 4)
From the Construction pool
1x Carrier ~ Hornet [fu] (3 BP 6 turns) (Reinforcement Sep/Oct 1941)
1x Light Carrier ~ Langley [fu] (2 BP 6 turns) (Reinforcement Sep/Oct 1941)

Infantry (Gearing limit 2)
1x INF (3 BP 2 turns) (Reinforcement Jan/Feb 1941)

Aircraft (Gearing limit 2)
From the Force pools
1x CVP (0/1 BP 4 turns) (Reinforcement May/Jun 1941)

Pilots (Gearing limit 2)
From the Force pools
1x Pilot (2 BP 3 turns) (Reinforcement Mar/Apr 1941)


10x BP used

Turn 7: September/October 1940
18x Ships (not counting CP or Tankers): 1x AMPH (3+3/4 BP 4 turns), and 17x TRS (2+2/3/4 BP 3 turns), 1x CP (counts as half a ship) (CP (1 BP 4 turns) or Tanker (1 BP 5 turns))
6x Submarines: 5x SUB (1+1/2 BP 3 turns)
52 x Aircraft: 25x CVP (0/1 BP 4 turns), 10x FTR 2 (2 BP 2 turns), 5x LND 3 (3 BP 3 turns), 2x LND 4 (4 BP 4 turns), 3x NAV 2 (2 BP 2 turns), 5x NAV 3 (3 BP 3 turns), 2x ATR 3 (3 BP 3 turns)
9x Armor: 1x HQ-A (9 BP 4 turns), 2x ARM (6 BP 3 turns), 4x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns),
18x Infantry: 5x MOT (4 BP 3 turns), 4x INF (3 BP 2 turns), 1x MAR (5 BP 3 turns), 2x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turns), 1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns),
3x Artillery: 1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns) and 1x 4.5 inch Gun (5 BP 3 turns)
2x Supply: 1x SUPP (3 BP 2 turns)
0x Offensive: 1x Offensive chit (15 BP 3 turns)
0x Forts: 1-hex side fort (2 BP), 2-hex side fort (4 BP), and 3-hex side fort (5 BP)
0x Factory (limit one per turn): 1x SYNTH (8 BP 6 turns)
0x Frogmen (not available to USA)
0x Intelligence (1/3/5/15/die roll (or 2x) 0 turns)
0x V-weapons and Atomic bombs: 1x A-BOMB (1 BP 1 turn) (available 1945)
Pilots: 1x Pilot (2 BP 3 turns)

1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


--------------------------------------------------------------------------------------------------------------
Turn 8: November/December 1940
The USA player draws a common entry marker and adds it to the USA (Ge/It) entry pool.

Reinforcements
1x LND 3 (3 BP 3 turns)
1x Pilots

Construction pool
1x Carrier ~ Hornet [fd] (2+3 BP 6 turns) (enters the Construction pool)
3x Battleships/Battlecruisers [fd] (2+4 BP 6 turns) (enters the Construction pool)
1x Battleships/Battlecruisers ~ Wyoming [fd] (3 BP 6 turns)
Sub [fd] (1 BP 3 turns)


Production
Ships (Gearing limit 3)

Infantry (Gearing limit 2)

Aircraft (Gearing limit 2)

Pilots (Gearing limit 2)

Turn 8: November/December 1940
Turn 8: November/December 1940
1 2 3 4 5 6
Jan/Feb Mar/Apr May/Jun Jul/Aug Sep/Oct Nov/Dec


--------------------------------------------------------------------------------------------------------------
Production

Turn 1: September/October 1939
1x Carrier ~ Hornet (3 BP 6 turns) (enters the Construction pool Nov/Dec 1940)
1x Battleship/Battlecruiser (4 BP 6 turns) (enters the Construction pool Nov/Dec 1940)
1x AMPH (3/4 BP 4 turns) (enters the Construction pool May/Jun 1940)
1x ASW (2 BP 2 turns) (enters the Construction pool Jan/Feb 1940)

1x CVP (Reinforcement May/Jun 1940)
1x Pilot (2 BP 3 turns) (Reinforcement Mar/Apr 1940)

Turn 2: November/December 1939
2x Battleships/Battlecruisers [fd] (2+4 BP 6 turns) (enters the Construction pool Nov/Dec 1940)
1x AMPH (3/4 BP 4 turns) (enters the Construction pool Jul/Aug 1940)
1x SUB (1 BP 3 turns) (enters the Construction pool May/Jun 1940)

1x CVP (Reinforcement Jul/Aug 1940)
1x Pilot (Reinforcement May/Jun 1940)

Turn 3: January/February 1940
1x ASW (2 BP 2 turns) (Reinforcement May/Jun 1940)
2x Battleships/Battlecruisers (4 BP 6 turns) (enters the Construction pool Jan/Feb 1941)
1x ASW CV (3 BP 3 turns) (enters the Construction pool Jul/Aug 1940)

1x SUB (1/2 BP 3 turns) (enters the Construction pool Jul/Aug 1940)

1x CVP (Reinforcement Jul/Aug 1940)
1x Pilots (2 BP 3 turns each) (Reinforcement Jul/Aug 1940)

Turn 4: March/April 1940
1x Battleship/Battlecruiser (4 BP 6 turns) (enters the Construction pool Mar/Apr 1941)
3x Light Cruisers (1/2 BP 5 turns) (enters the Construction pool Jan/Feb 1941)
1x ASW (1 BP 3 turns) (enters the Construction pool Sep/Oct 1940)

1x LND 3 (Reinforcement Sep/Oct 1940)
1x Pilot (Reinforcement Sep/Oct 1940)

Turn 5: May/June 1940
1x AMPH [fu] (3/4 BP 4 turns) (Reinforcement Jan/Feb 1941)
3x Light Cruisers [fd] (1+1/2 BP 5 turns) (enters the Construction pool Mar/Apr 1941)

1x FTR 2 (2 BP 3 turns) (Reinforcement Nov/Dec 1940)
1x Pilots (2 BP 3 turns each) (Reinforcement Nov/Dec 1940)

Turn 6: July/August 1940
2x Light Cruisers [fd] (1+1/2 BP 5 turns) (enters the Construction pool May/Jun 1941)
1x AMPH [fd] (3+3/4 BP 4 turns) (enters the Construction pool Mar/Apr 1941)

1x INF (3 BP 2 turns) (Reinforcement Nov/Dec 1940)

1x CVP (0/1 BP 4 turns) (Reinforcement Mar/Apr 1941) if you get a CVP (0 BP 4 turns) save the 1 BP or build something else (like a saved oil marker or SUB).
1x Pilot (2 BP 3 turns) (Reinforcement Jan/Feb 1941)

Turn 7: September/October 1940
1x Carrier ~ Hornet [fu] (3 BP 6 turns) (Reinforcement Sep/Oct 1941)
1x Light Carrier ~ Langley [fu] (2 BP 6 turns) (Reinforcement Sep/Oct 1941)

1x INF (3 BP 2 turns) (Reinforcement Jan/Feb 1941)

1x CVP (0/1 BP 4 turns) (Reinforcement May/Jun 1941)
1x Pilot (2 BP 3 turns) (Reinforcement Mar/Apr 1941)



University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
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Centuur
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RE: AI for MWiF - USA

Post by Centuur »

Personally, I think that you are using too much optional rules into your strategy. What happens with these building strategies when a lot of the optional rules are not in play? That makes a very different building strategy for the USA and the AI should take this into account.
I would suggest you make one, if all additional units optional rules, AMPH rules, break down etc. etc. (divisions, pilots, CVP's, CL, CX, ASW etc. etc.) aren't used. What would you build in those cases? Suddenly, it is a totally different game of WiF you're playing (and faster on the board too...).
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RE: AI for MWiF - USA

Post by composer99 »

The other thing to note is about US entry.

The US cannot really plan ahead on US entry as it depends more on Axis and Allied activity than on the US' entry draws.

For example, in a minimal Sep/Oct 1939 the US has to plan to gain chits from a German declaration of war on Poland and lose chits from the CW/French counter-declaration and the USSR occupying East Poland.

But often Germany will declare war on Denmark and/or Yugoslavia and align Rumania and/or Hungary, and maybe even declare war on Netherlands - heck if the turn & weather cooperate, Belgium too. None of these are guaranteed chits but they might result in draws. In addition there is the possibility of chits gained or lost if Italy enters the war (either by going to war with, or being declared war on by, the CW and/or France, or some combination thereof).

In addition, the US is not likely to place all its drawn markers in the Ge/It entry pool each turn. If playing with the new Chinese cities there may be more opportunities to draw chits vs Japan when they occupy cities, but otherwise most chits drawn during the turn will be against Ge/It because they declare war on more powers, align more powers, and have more early-game effects (landing in UK, Allied minor support in Belgium or Yugo or Greece, conquering Suez, conquering or Vichying France, that sort of thing). So the US would expect to place some of the chits it draws at the end of the turn in the Japan pool.
~ Composer99
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RE: AI for MWiF - USA

Post by paulderynck »

Neutral major powers can only save 1 oil per turn. (a correction, not a )
Paul
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RE: AI for MWiF - USA

Post by composer99 »

IMO the US could do with fewer ASW builds in 1939-1940, especially before their first gear-up, and more transport builds (at least 1st cycle) - or at least ASW builds should be contingent upon confirmed Axis submarine production (after all, everyone's production, once complete for the turn, is fully visible). The US can look back at last turn's (or the last few turns') Axis production, note the extent of submarine production, and produce ASW accordingly - or not.

Of course, I'm not keen on recommending a fixed production plan for the AI. IMO better for the AI to have production that follows from its chosen strategic plan, as well as - particularly in the case of the Allies - such strategic plan/direction of the enemy as can be discerned.

For example, the US naval build programme should follow from:
(1) Reactionary/defensive builds contingent upon Axis production. More naval production by the Axis (subs, CVs, etc.) requires more naval production by the US to compensate
(2) US strategic planning - e.g. a Japan first strategy requires more early navy builds than a Europe first one does
(3) Timing - units, especially oil-dependent units, should arrive when the US is ready to use them (or at least to deliver them to a remote theatre) - so transports can show up as the US army & air force build up and need to be shuttled to Europe & the Pacific, amphibs can show up a turn or two before the US wants to go to war so they can be in place to launch invasions in theatre; another aspect of timing is of course how long it takes units to show up - so long-term builds (the combat navy with its 10/12 turn scheduling) has to be planned in advance
(4) The properties of units and their availability in the US' force pool
(5) Redundancy to account for losses
~ Composer99
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RE: AI for MWiF - USA

Post by composer99 »

Two things:

In my immediate preceding post I forgot to note the US also has to account for its lending to other Allies (which Allies and how much lending depending on options chosen and whether the US or the recipient is neutral or active).

And with reference to pauldernyck's post #267 - the amount of oil a neutral major power can save is also dependent upon optional rules in play.

If playing with synthetic oil plants (option #14), it costs 1 bp to put down a new saved oil marker, and neutral major powers have no limits to saving oil.

(I believe it is conventional for WiF players to omit both the 1 bp cost to lay down a marker and to continue to respect the neutral power limit to saving oil - just one more piece of tedious bookkeeping that MWiF will be able to do for players.)
~ Composer99
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RE: AI for MWiF - USA

Post by paulderynck »

Yes you can play with any part or all of an option as players may agree and most don't bother with the 1 BP per oil marker. Although essentially it would mean the US can spend a BP for every extra 4 oil they can save, which will turn into a lot more BPs down the road, but early on they'll suffer from under-producing. The problem is if they can choose the entry option for Resources to Western Allies fairly early - that's where all the extra oil ought to go, especially since it does not need convoys to get to Canada.
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RE: AI for MWiF - USA

Post by Extraneous »

ORIGINAL: Centuur
Personally, I think that you are using too much optional rules into your strategy. What happens with these building strategies when a lot of the optional rules are not in play? That makes a very different building strategy for the USA and the AI should take this into account.
I would suggest you make one, if all additional units optional rules, AMPH rules, break down etc. etc. (divisions, pilots, CVP's, CL, CX, ASW etc. etc.) aren't used. What would you build in those cases? Suddenly, it is a totally different game of WiF you're playing (and faster on the board too...).

I agree the game would be different but I want to continue to give a broad view.


ORIGINAL: composer99
The other thing to note is about US entry.

The US cannot really plan ahead on US entry as it depends more on Axis and Allied activity than on the US' entry draws.

For example, in a minimal Sep/Oct 1939 the US has to plan to gain chits from a German declaration of war on Poland and lose chits from the CW/French counter-declaration and the USSR occupying East Poland.

But often Germany will declare war on Denmark and/or Yugoslavia and align Rumania and/or Hungary, and maybe even declare war on Netherlands - heck if the turn & weather cooperate, Belgium too. None of these are guaranteed chits but they might result in draws. In addition there is the possibility of chits gained or lost if Italy enters the war (either by going to war with, or being declared war on by, the CW and/or France, or some combination thereof).

In addition, the US is not likely to place all its drawn markers in the Ge/It entry pool each turn. If playing with the new Chinese cities there may be more opportunities to draw chits vs Japan when they occupy cities, but otherwise most chits drawn during the turn will be against Ge/It because they declare war on more powers, align more powers, and have more early-game effects (landing in UK, Allied minor support in Belgium or Yugo or Greece, conquering Suez, conquering or Vichying France, that sort of thing). So the US would expect to place some of the chits it draws at the end of the turn in the Japan pool.

You are correct but please note.

USA entry actions (this is a very simplified version due to the lack of importance at this time)

Note: The inclusion of the USA entry pools, USA tension pools, and USA entry levels are for reference only and are not to be considered as being advocated.

This was only included to see if it could be calculated when the USA player would be able to increase the USA tension pools to be able to increase production.

ORIGINAL: paulderynck
Neutral major powers can only save 1 oil per turn.

You would be correct (good call) except as composer99 Post #: 269 shows.

Option 14: Each oil marker you place on the map costs 1 build point. It is free to increase the value of the marker (up to their maximum value of 4 oil). Please note that this means it is in your interest not to use up that last barrel of oil in a particular hex if there is any other source of supply. Neutral major powers (like all others) may now save any number of oil per turn.

ORIGINAL: composer99
The other thing to note is about US entry.

The US cannot really plan ahead on US entry as it depends more on Axis and Allied activity than on the US' entry draws.

For example, in a minimal Sep/Oct 1939 the US has to plan to gain chits from a German declaration of war on Poland and lose chits from the CW/French counter-declaration and the USSR occupying East Poland.

But often Germany will declare war on Denmark and/or Yugoslavia and align Rumania and/or Hungary, and maybe even declare war on Netherlands - heck if the turn & weather cooperate, Belgium too. None of these are guaranteed chits but they might result in draws. In addition there is the possibility of chits gained or lost if Italy enters the war (either by going to war with, or being declared war on by, the CW and/or France, or some combination thereof).

In addition, the US is not likely to place all its drawn markers in the Ge/It entry pool each turn. If playing with the new Chinese cities there may be more opportunities to draw chits vs Japan when they occupy cities, but otherwise most chits drawn during the turn will be against Ge/It because they declare war on more powers, align more powers, and have more early-game effects (landing in UK, Allied minor support in Belgium or Yugo or Greece, conquering Suez, conquering or Vichying France, that sort of thing). So the US would expect to place some of the chits it draws at the end of the turn in the Japan pool.

And Japan will take Chinese cities. This is simplified situation so as not to cause too much chaos (we would "what if" forever otherwise).

It shows the basics of increasing USA entry pools, reducing the common entry marker pools, and how to calculate the USA tension pools.

ORIGINAL: paulderynck
Yes you can play with any part or all of an option as players may agree and most don't bother with the 1 BP per oil marker. Although essentially it would mean the US can spend a BP for every extra 4 oil they can save, which will turn into a lot more BPs down the road, but early on they'll suffer from under-producing. The problem is if they can choose the entry option for Resources to Western Allies fairly early - that's where all the extra oil ought to go, especially since it does not need convoys to get to Canada.

Excellent points. But don't forget oil intensive units when it comes to reorganization.

That's why buying an Oil marker is only listed as an option when you don't have to pay for a CVP. I didn't want to increase the Aircraft gearing limit so I suggested build something else. But remember if you don't have the storage the Oil cannot be saved.





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Orm
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RE: AI for MWiF - USA

Post by Orm »

Option 14: Each oil marker you place on the map costs 1 build point. It is free to increase the value of the marker (up to their maximum value of 4 oil). Please note that this means it is in your interest not to use up that last barrel of oil in a particular hex if there is any other source of supply. Neutral major powers (like all others) may now save any number of oil per turn.
I belive that the cost for placing oil markers has been removed from RAW.
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RE: AI for MWiF - USA

Post by Extraneous »

ORIGINAL: Orm
Option 14: Each oil marker you place on the map costs 1 build point. It is free to increase the value of the marker (up to their maximum value of 4 oil). Please note that this means it is in your interest not to use up that last barrel of oil in a particular hex if there is any other source of supply. Neutral major powers (like all others) may now save any number of oil per turn.
I belive that the cost for placing oil markers has been removed from RAW.

There is nothing on the AUSTRALIAN DESIGN GROUP WiF FE Rule Clarification Summary to that effect.
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RE: AI for MWiF - USA

Post by Orm »

ORIGINAL: Extraneous

ORIGINAL: Orm
Option 14: Each oil marker you place on the map costs 1 build point. It is free to increase the value of the marker (up to their maximum value of 4 oil). Please note that this means it is in your interest not to use up that last barrel of oil in a particular hex if there is any other source of supply. Neutral major powers (like all others) may now save any number of oil per turn.
I belive that the cost for placing oil markers has been removed from RAW.

There is nothing on the AUSTRALIAN DESIGN GROUP WiF FE Rule Clarification Summary to that effect.
I can't make a rule reference to a rule that has been removed. So I suggest that you check RAW and make a search for option 14.

http://www.a-d-g.com.au/download/WiF-RaW-7-aug-04.zip
http://www.a-d-g.com.au/download/WiF-RaW-7-aug-04.doc

I could of course be wrong and I simply missed the rule and if so I am sorry. But if my memory serves that rule was changed long ago.
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RE: AI for MWiF - USA

Post by composer99 »

ORIGINAL: Orm

ORIGINAL: Extraneous

ORIGINAL: Orm


I belive that the cost for placing oil markers has been removed from RAW.

There is nothing on the AUSTRALIAN DESIGN GROUP WiF FE Rule Clarification Summary to that effect.
I can't make a rule reference to a rule that has been removed. So I suggest that you check RAW and make a search for option 14.

http://www.a-d-g.com.au/download/WiF-RaW-7-aug-04.zip
http://www.a-d-g.com.au/download/WiF-RaW-7-aug-04.doc

I could of course be wrong and I simply missed the rule and if so I am sorry. But if my memory serves that rule was changed long ago.

Maybe they're getting rid of it in RAW 8?

Anyway, I've tried to upload a screen capture of the most recent rules (RAW 7 with 2008 annual corrections) with the rule intact.


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RE: AI for MWiF - USA

Post by paulderynck »

RAW8 uses a completely different system for oil. You can still save it and indeed in RAW8 there is no BP cost to place a marker anymore.

It occurs to me the BP cost (which indeed is still in RAW7) - can really be gamed around especially for the USA and Russia. Put your 3 oil markers to start with as '1's in three separate hexes. You can store 9 more oil without paying a thing.

I don't think that the BP cost option is included in MWiF, however. Although Synthetic Oil facilities are included.
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RE: AI for MWiF - USA

Post by Orm »

Thank you for correcting me.

I am sorry Extraneous. You are right and I was wrong. I hope I did not offend.

Keep up the good work.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: AI for MWiF - USA

Post by Extraneous »

ORIGINAL: Orm

Thank you for correcting me.

I am sorry Extraneous. You are right and I was wrong. I hope I did not offend.

Keep up the good work.

No problem. I was under a little stress but after my Endoscopic (they send a camera down your throat) examination I have calmed down quite a bit.

Seams he has never seen a case of acid reflux as bad as mine. I was sleeping through acid reflux at night (that impressed the doctor).

More pills and must keep my head elevated 30 degrees when sleeping etc. I have another Endoscopic examination in 30 days (I'll try not to freak out again).

[X(] When the Chaplin from the Veterans Administration called to verify that I knew about My appointment I was seriously worried [X(]

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RE: AI for MWiF - USA

Post by michaelbaldur »


the BP cost for saved oil is an option
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RE: AI for MWiF - USA

Post by Edfactor »

There is a version of Axis and Allies that you can play, it is called tripleA. The AI for the US will often build up large armies that it cannot transport. The US should be careful to maintain a balance unless it is being invaded of course. And for all nations the building of new ships should automatically stop 2 years before the game ends.
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