ORIGINAL: michaelbaldur
ORIGINAL: Red Prince
ORIGINAL: composer99
Otherwise, I agree with BallyJ:
- get the Royal Navy out of the Med asap
- if you can keep a couple of elite (white-print) units in Malta while also reinforcing Gibraltar I recommend it; otherwise stuff Gib to the gills (feel free to risk the TRS to bring units from Malta to Gib - you are building extras, right?) and put an HQ and artillery in the adjacent hex in Spanish Morocco
- fight to keep sea supply to Gib open
If US has passed war appropriations entry into the war is looking pretty good.
Once the US is in, it will be a whole lot easier to fight back into the Med if the Allies control Gib than if they don't.
I laid down 3 TRS at the end of last turn for the CW, but what I lack right now is land units. Most of my selections have ended up being Indian units, which puts them on the wrong side of Africa to be very useful. It got bad enough that the previous turn I built a dinky CAV just to be sure I would have reinforcements coming into the UK. The CW also has 4 units trapped (isolated) in the Middle-East with no way to get them out.
I can get 2 units from Malta to Gibraltar, plus the HQ to Morocco, I think. But it's going to take 2 impulses to get it done (one naval, one combined or naval). That leaves a division in Malta, and very little in the UK. Fortunately for the CW, Germany isn't in position to take advantage of the lack of troops in the UK.
I'm going to play this impulse in an hour or so, and I'll try to get this done. I'll let you know how it turns out.
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Edit: I just reviewed my notes, and the CW laid down an AMPH in addition to the 3 TRS last turn.
that is simply why you are loosing .. if you can lay down 4 naval units. your building to many naval units.
I usually use the 50-45-5 formula. 50% land units, 45% air units and 5 % naval units ..
or in gearing. 2-3 land, 3-4 air, 1 naval ...
CW have the biggest fleet in the world at the start of the game .. and can easily hold back Germany/Italy alone ..
so you should only build convoys and replacement transports/ amph
Here's what I built during the first year for the CW:
S/O '39
CW (12): 2 x CV(1st), 1 x CVL(1st), 2 x CVP-0, 1 x CVP-1, 2 x CV(2nd), 1 x Pilot
N/D '39
CW (12): 1 x MIL, 2 x BB(1st), 1 x CP, 1 x CVP-0, 1 x CVP-1, 1 x FTR-2, 1 x Pilot
J/F '40
CW (18): 1 x MIL, 1 x HQ-I, 2 x BB(1st), 2 x CA(Repair), 2 x CVP-1, 1 x NAV-3, 2 x Pilot
M/A '40
CW (18): 1 x GARR, 1 x MOT, 2 x ASW Escort(1st), 1 x FTR-3, 1 x CV(2nd), 2 x BB(2nd), 2 x Pilot
M/J '40
CW (18): 1 x CAV, 1 x PARA, 1 x TERR, 2 x CVP-1, 1 x CVL (Repair), 3 x CL (2nd), 2 x Pilot
J/A '40
CW (19): 2 x INF, 1 x AMPH(1st), 3 x TRS(1st), 2 x CVP-1, 1 x Pilot
Total Builds:
(Land/Naval/Air/Pilot)
-/5/3/1
1/3/3/1
2/4/3/2
2/5/1/2
3/4/2/2
2/4/2/1
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10 Land, 30 Naval, 14 Air, 9 Pilots
My big mistake was not building a Land unit on the first turn, I guess. With limited Build Points, though, I liked the idea of getting my navy started for later domination. Naval units are very cheap compared to land units, so I thought I'd get more bang for my buck that way.
I don't really think this was a complete mistake (just a large one). I reinforced Egypt quite heavily, but managed to get a total of 6 units isolated in the Middle East. That severely limited what I could do, and with about half of my land reinforcements coming into India, there just wasn't anybody left to reinforce elsewhere.
Here's a look at the current Force Pools for the Commonwelath:

Always listen to experts. They'll tell you what can't be done and why. Then do it!
-Lazarus Long, RAH