Western Allies Strategies (ideas, guidelines and principles)
Moderators: Joel Billings, JanSorensen
Western Allies Strategies (ideas, guidelines and principles)
There has been some discussion on the strategies and overall goals of the Western Allies. The following are some ideas, principles and general guidelines that I follow while playing the Western nations. While not an expert, I feel that some of these tactics are promising and can be used to efficient and deadly effect. I also cannot take credit for the initial conceptualization of all of these strategies. Some have been used against me and some I have seen used. I give credit to the other players out there in “forum-land.”
"The Annoying Gnats..."
Initial Credit: Barthheart.
General Idea: The idea is one of constant and irritating raids by the Western Allies. The general concept is to maintain a link of transports around Africa and up to the Suez and back to England. Then, with this “rail at sea” troops can be funneled to any spot in Europe at a moments notice. This means the German player has to garrison every square inch of beach front real estate. As soon as an area becomes weakened by troops leaving to go elsewhere, WHAM! In come the raiders. The allied player blasts the small garrison with bombardments and possibly CAG and then wades ashore with a small contingent to wreck factories, resources and rail lines. Then, once the devastation is complete, back to the ships! The supply cost to Germany will be annoying and ultimately damaging.
Potential Targets:
Western France Denmark
Norway Spain (if Axis)
N. Italy S. Italy
Greece Yugoslavia
Sardinia
Time Frame: Pre-U.S. entry
Method: Transport link from Suez to England
Forces: CAG, HVY BMBR, INF
"Big Brother....Little Cousin..."
General Idea: This is more of a strategic concept than one of tactical maneuver. The idea here is that the U.S. should SOLELY be used for R&D until at least SU’41 or later. Anything the U.S. produces (besides supply) will simply sit in the country (politically frozen) until they are activated. The concept is one of time-value of production (as another forum member detailed, not sure the name). Every PP that the U.S. generates that is idle, or unused, is one that the Axis does not have to face. A PP spent on an arty unit in North Central US will be wasted until at least SP or SU ’41 at the earliest, more likely SP’42 or even WI’43. Using America as the developers of technology and a touch of supplies will leave the UK able to focus entirely on Units. Scotland and England can churn out air units and ground units while the U.S. upgrades them so to speak. Additionally, the U.K. should NOT produce units that are LONG duration contrary to some other strategic ideas. The U.K. needs units IMMEDIATELY! Large naval vessels and other long term units are too little too late. Most naval units get damaged and sent back to England for repair anyway. Production space should be devoted to fighters, arty and infantry. Fast to produce and to the battle fronts quickly. Every PP spent on a Hvy Fleet chugging along the production queue is a long term wasted investment. Also, a trick that I use is to get a PILE of units to the final production box (due to population constraints) and then they are always available at a moments notice. IN other words, you don’t have to wait. If you need a BB for next seasons assault, simply apply a PP to it and VOILA! Battleship in the port! The idea is to have damaged things get to the end of their production and not “engage” them with crew/troops until they are specifically needed.
Production U.S.:
Research ASW (for Lt fleets and CAG), Long range fighters, infantry evasion
Others as desired per strategy
Supplies only about 3 to 5 supply units per season. The U.K will have idle factory space (due to population) and will be able to meet the rest of the supply demand
Production U.K, Canada, Commonwealth.:
Fighters, Infantry, Arty (only repair these units, put other units like fleets on hold)
Supplies – produce supplies with excess production if population is a problem
Time Frame: Pre-U.S. entry, during the early war with Germany (prior to Japan entry)
"Here a cache, there a cache, every where a cache-cache"
General Idea: This idea comes from the theory that preparation is everything. Without backup plans for the backup plan, victory will be fleeting.
For the W.Allies the transport link is tremendously valuable, but also very tenuous. A good idea (paradigm) is to ALWAYS have supplies stashed across the globe. The first season or two make an effort to stash a supply or two on every island in the Mediterranean, parts of Africa, India, Australia, Greenland and even South America! One of the most annoying and deadly situations is where a supply link has been severed and unable to be reconnected. A supply truck or two in an away location can save the day. Malta and Rhodes are excellent places to throw some spare supply caches. A fleet that finds its transport link shot to pieces can still have some escape operation with the reserve supplies. You will not miss the few supply scattered across the globe, but when you need them they will feel like GOLD!
Where?:
Malta 5 to 10 supply
Rhodes a couple
Gibraltar 3 to 5
India areas a couple each
Australia 5 in south east
Ceylon 1 supply
Iraq a couple
South Africa a couple
Brazil a couple
Time Frame: Spring 1940 if possible (earlier the better)
These are just a few ideas to help out the fledgling Western Allies player or the experienced but frustrated one! Hope some of these ideas help you in your smashing victories over the German and Axis players! Long live democracy! (err,at least, that’s what we call it)[;)]
Mike McMann
"The Annoying Gnats..."
Initial Credit: Barthheart.
General Idea: The idea is one of constant and irritating raids by the Western Allies. The general concept is to maintain a link of transports around Africa and up to the Suez and back to England. Then, with this “rail at sea” troops can be funneled to any spot in Europe at a moments notice. This means the German player has to garrison every square inch of beach front real estate. As soon as an area becomes weakened by troops leaving to go elsewhere, WHAM! In come the raiders. The allied player blasts the small garrison with bombardments and possibly CAG and then wades ashore with a small contingent to wreck factories, resources and rail lines. Then, once the devastation is complete, back to the ships! The supply cost to Germany will be annoying and ultimately damaging.
Potential Targets:
Western France Denmark
Norway Spain (if Axis)
N. Italy S. Italy
Greece Yugoslavia
Sardinia
Time Frame: Pre-U.S. entry
Method: Transport link from Suez to England
Forces: CAG, HVY BMBR, INF
"Big Brother....Little Cousin..."
General Idea: This is more of a strategic concept than one of tactical maneuver. The idea here is that the U.S. should SOLELY be used for R&D until at least SU’41 or later. Anything the U.S. produces (besides supply) will simply sit in the country (politically frozen) until they are activated. The concept is one of time-value of production (as another forum member detailed, not sure the name). Every PP that the U.S. generates that is idle, or unused, is one that the Axis does not have to face. A PP spent on an arty unit in North Central US will be wasted until at least SP or SU ’41 at the earliest, more likely SP’42 or even WI’43. Using America as the developers of technology and a touch of supplies will leave the UK able to focus entirely on Units. Scotland and England can churn out air units and ground units while the U.S. upgrades them so to speak. Additionally, the U.K. should NOT produce units that are LONG duration contrary to some other strategic ideas. The U.K. needs units IMMEDIATELY! Large naval vessels and other long term units are too little too late. Most naval units get damaged and sent back to England for repair anyway. Production space should be devoted to fighters, arty and infantry. Fast to produce and to the battle fronts quickly. Every PP spent on a Hvy Fleet chugging along the production queue is a long term wasted investment. Also, a trick that I use is to get a PILE of units to the final production box (due to population constraints) and then they are always available at a moments notice. IN other words, you don’t have to wait. If you need a BB for next seasons assault, simply apply a PP to it and VOILA! Battleship in the port! The idea is to have damaged things get to the end of their production and not “engage” them with crew/troops until they are specifically needed.
Production U.S.:
Research ASW (for Lt fleets and CAG), Long range fighters, infantry evasion
Others as desired per strategy
Supplies only about 3 to 5 supply units per season. The U.K will have idle factory space (due to population) and will be able to meet the rest of the supply demand
Production U.K, Canada, Commonwealth.:
Fighters, Infantry, Arty (only repair these units, put other units like fleets on hold)
Supplies – produce supplies with excess production if population is a problem
Time Frame: Pre-U.S. entry, during the early war with Germany (prior to Japan entry)
"Here a cache, there a cache, every where a cache-cache"
General Idea: This idea comes from the theory that preparation is everything. Without backup plans for the backup plan, victory will be fleeting.
For the W.Allies the transport link is tremendously valuable, but also very tenuous. A good idea (paradigm) is to ALWAYS have supplies stashed across the globe. The first season or two make an effort to stash a supply or two on every island in the Mediterranean, parts of Africa, India, Australia, Greenland and even South America! One of the most annoying and deadly situations is where a supply link has been severed and unable to be reconnected. A supply truck or two in an away location can save the day. Malta and Rhodes are excellent places to throw some spare supply caches. A fleet that finds its transport link shot to pieces can still have some escape operation with the reserve supplies. You will not miss the few supply scattered across the globe, but when you need them they will feel like GOLD!
Where?:
Malta 5 to 10 supply
Rhodes a couple
Gibraltar 3 to 5
India areas a couple each
Australia 5 in south east
Ceylon 1 supply
Iraq a couple
South Africa a couple
Brazil a couple
Time Frame: Spring 1940 if possible (earlier the better)
These are just a few ideas to help out the fledgling Western Allies player or the experienced but frustrated one! Hope some of these ideas help you in your smashing victories over the German and Axis players! Long live democracy! (err,at least, that’s what we call it)[;)]
Mike McMann
"Yeah that I walk through the valley of the shadow of death, I shall fear no evil...because I am."
RE: Western Allies Strategies (ideas, guidelines and principles)
Nice one again.
I have just one thing to "complain" about
:
I do agree that the UK should build units that are produced fairly fast, but I think the UK should not neglect bombers.
With a decent bomber force (numbers and tech) you will be able to prepare beaches for landings or damage ressources/factories/troops without having to rely on your transport network which can be hard pressed during 41-42 before the US is able to enter the war.
England is like an unsinkable carrier (ok, I have stolen this one [;)]) and with the long range of bombers (especially heavy bombers) Germany will be hard pressed to keep all provinces in range well enough defended to prevent a serious bombing raid.
I would be very willing to sacrifice 1-2 heavy bombers if the attack is able to weaken a ressource rich province enough to enable me to put some troops there in order to damage those ressources in addition to any railways/factories.
CharonJr
PS: Hmm, somehow I feel that after my last 2 posts my overall strategy will be somewhat lacking in surprising any of my PBEM adversaries. Hmm, even worse, Mike is one of them [;)]
I have just one thing to "complain" about

I do agree that the UK should build units that are produced fairly fast, but I think the UK should not neglect bombers.
With a decent bomber force (numbers and tech) you will be able to prepare beaches for landings or damage ressources/factories/troops without having to rely on your transport network which can be hard pressed during 41-42 before the US is able to enter the war.
England is like an unsinkable carrier (ok, I have stolen this one [;)]) and with the long range of bombers (especially heavy bombers) Germany will be hard pressed to keep all provinces in range well enough defended to prevent a serious bombing raid.
I would be very willing to sacrifice 1-2 heavy bombers if the attack is able to weaken a ressource rich province enough to enable me to put some troops there in order to damage those ressources in addition to any railways/factories.
CharonJr
PS: Hmm, somehow I feel that after my last 2 posts my overall strategy will be somewhat lacking in surprising any of my PBEM adversaries. Hmm, even worse, Mike is one of them [;)]
RE: Western Allies Strategies (ideas, guidelines and principles)
I like to make just a couple of units in the USA, so they're "ready to go" when the time comes.
Also, 1 or 2 extra factories in USA is nice, since you're swimming in resources anyhow. Until the X4 multiplier comes, that is.
These things just water down the "super-tech" plan.
Also, 1 or 2 extra factories in USA is nice, since you're swimming in resources anyhow. Until the X4 multiplier comes, that is.
These things just water down the "super-tech" plan.
No Will but Thy Will
No Law but the Laws You make
No Law but the Laws You make
RE: Western Allies Strategies (ideas, guidelines and principles)
yep.
I've only started my 2nd PBEM game both as allies and both against Mike.
US does research and some trucks.
Planning your supply line can be important.
For instance..use the boats in the west to get you units back and forth from the med.
Use the nice link of transports in the frozen far east to the west coast of the USA for supplies which is all that can come from the US anyway. Basically you just doubled your capacity. Make sure to use the ones in the west first because the computer will always use that before the eastern link.
Becuse Mike is a little annoying bugger...like taking Scotland:) I found build lots of AA is nice...even tech them. Air doesn't seem to last long against German air.
ASW lt cruisers is a must and bombers maybe.
Since you only need one truck to defend there are a few extra truck in frozen indonesia but trucks can always move. They got to either China (LL) or India or even Suez:)
Bring those 4 trucks back from Pearl too...there aren't doing anything there.
US doesn't need to build early..even to be ready when war breaks out.
Maybe build some paras or bombers that would be ready come 43 ish.
Don't let the Italians play in the Med. Be bold.
Don't be stupid and let Scotland fall:)
But if you do...kill every axis transport you can and get in the North Sea in force for the blockade/opp fire. Then when the scotch runs put he'll be eating grass:)
I've only started my 2nd PBEM game both as allies and both against Mike.
US does research and some trucks.
Planning your supply line can be important.
For instance..use the boats in the west to get you units back and forth from the med.
Use the nice link of transports in the frozen far east to the west coast of the USA for supplies which is all that can come from the US anyway. Basically you just doubled your capacity. Make sure to use the ones in the west first because the computer will always use that before the eastern link.
Becuse Mike is a little annoying bugger...like taking Scotland:) I found build lots of AA is nice...even tech them. Air doesn't seem to last long against German air.
ASW lt cruisers is a must and bombers maybe.
Since you only need one truck to defend there are a few extra truck in frozen indonesia but trucks can always move. They got to either China (LL) or India or even Suez:)
Bring those 4 trucks back from Pearl too...there aren't doing anything there.
US doesn't need to build early..even to be ready when war breaks out.
Maybe build some paras or bombers that would be ready come 43 ish.
Don't let the Italians play in the Med. Be bold.
Don't be stupid and let Scotland fall:)
But if you do...kill every axis transport you can and get in the North Sea in force for the blockade/opp fire. Then when the scotch runs put he'll be eating grass:)
RE: Western Allies Strategies (ideas, guidelines and principles)
Hey HardRock!
Great comments! I like the idea of having paras ready, that gives an immediate threat to the Axis...nice touch.
(side note: "who me? annoying bugger!") heheh![;)]
later!
Mike
Great comments! I like the idea of having paras ready, that gives an immediate threat to the Axis...nice touch.
(side note: "who me? annoying bugger!") heheh![;)]
later!
Mike
"Yeah that I walk through the valley of the shadow of death, I shall fear no evil...because I am."
RE: Western Allies Strategies (ideas, guidelines and principles)
ORIGINAL: mike mcmann
Also, a trick that I use is to get a PILE of units to the final production box (due to population constraints) and then they are always available at a moments notice. IN other words, you don’t have to wait. If you need a BB for next seasons assault, simply apply a PP to it and VOILA! Battleship in the port!
Sorry but can you explain further? I don't understand what you are trying to say above. Thanks.
RE: Western Allies Strategies (ideas, guidelines and principles)
Sardina; The Most Valuable Island in the Game
I personally find there is one Island in the game that I find myself taking early on game after game after game. Sardina is really the perfect island. I plan on writting up a post later on a Sicily/Sardina centered bombing campign, but heres the abridged addition.
Its really a very easy grab. Its got a single Milita that will never fail to be destroyed by some allied air power on turn one. If Gibratlar falls, the Italian Navy will continue to be strangled by the OP. Stacking some supplies their provides for some decent fleet movment. If you have the transport, you can take Sicily with the same unit on the same turn. I like to stack a milita, a fighter, and my tactical bomber in Sardina.
I think the real benfit is the Gibraltar problem.
I personally find there is one Island in the game that I find myself taking early on game after game after game. Sardina is really the perfect island. I plan on writting up a post later on a Sicily/Sardina centered bombing campign, but heres the abridged addition.
Its really a very easy grab. Its got a single Milita that will never fail to be destroyed by some allied air power on turn one. If Gibratlar falls, the Italian Navy will continue to be strangled by the OP. Stacking some supplies their provides for some decent fleet movment. If you have the transport, you can take Sicily with the same unit on the same turn. I like to stack a milita, a fighter, and my tactical bomber in Sardina.
I think the real benfit is the Gibraltar problem.

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RE: Western Allies Strategies (ideas, guidelines and principles)
Maginot,
I like the Sardinia idea; but wouldn't it be rather easy for the Axis to retake. As soon as they get there fighter "speed" (ie range) up to 2 (which is usually within the 1st 3 or 4 turns) they could quickly out number your ftr and take it down. Invasion would then be a cake walk. Am I missing something or do you have a counter for this?
I like the Sardinia idea; but wouldn't it be rather easy for the Axis to retake. As soon as they get there fighter "speed" (ie range) up to 2 (which is usually within the 1st 3 or 4 turns) they could quickly out number your ftr and take it down. Invasion would then be a cake walk. Am I missing something or do you have a counter for this?
Robert Harris
RE: Western Allies Strategies (ideas, guidelines and principles)
The British Thunder
How the UK can make a difference from turn one
General Idea:
From the start of the game the Axis have several
regions that need to be secured. The UK must do everything possible
to counter Axis movements. As the UK you have far more power then you
may be led to believe. The initial British fleets, along with some
the production of air and a little extra sea power can fight both the
Battle of the Atlantic and can seize North Africa, along with several
exposed German positions. The first few turns are crucial
Regions
Sardinia
On turn one the most exposed position is easily Sardinia. Take the
Allied Fleet in the UK sea-zone and move into the Med. Using a CAG,
destroy the lone militia, move in your Militia Fighter from Scotland.
Don't repair the resource point until your confident you can keep the
Island safe from Axis strategic bombing. If on turn two Spain remains
neutral you can transfer the nearby anti-air from Gibraltar.
Ethiopia
Even with a 2 vs. 1 militia fight Germany will be able to hold on to
its Ethiopian province. Even though he isn't getting the resource
point, its an easy grab. Move in a Infantry from England and seize on
turn two. The infantry can then be transferred to North Africa or
back to England, depending on the state of the Atlantic fight. I will
usually transfer the infantry to Cairo. The militia unit can be
transferred to reinforce Scotland.
Cairo
A breakthrough at Cairo can be one of the most devastating places to
lose. Bringing in the Tactical Bomber from England can ensure that no
subs will break out if the Italian Navy destroys the Cairo fleet.
Should Cairo fall, be sure to fall back to Ethiopia. If you allow the
Italian fleet to hit the Indian Ocean, you will need to spend tons of
supplies to drive them off.
Pacific Islands
As previously mentioned, there is some supplies sitting around the
Pacific Islands. Use what you salvage to fund your North African
campaign.
North Africa
The French controlled provinces are frozen, and if you play your cards
right you will never have to fight them. Cut off North Africa and
those Infantry will never be able to move. Never move units via
Tactical. Use your Cairo fleet if you still have it to jump along the
coast. The central-North African provinces are both resource and
railroad-less. Ignore them. Always use transports to move around.
You can take the Cairo fleet and sail all the way around to hit
Morocco. Should Cairo fall, drop back to Iraq where the terrain
favors the defender. Whatever you do, you cannot let Iraq fall.
Neglect everything in favor of defending Iraq except for defending the
home island.
What to Build?
As mentioned above by Mike, anything more then a Light Fleet will
never make it in time. If you want to do something along the lines of
a UK Blitz, the US will serve as both research and supply.
-Canada can make Infantry, but I like to get a Tank going there as
well. This is a long term investment, and sort of against what I just
said, but just one tank in North Africa can swing the tide in your
favor immensely.
-The UK can pump out planes, infantry, artillery, and even some flak
if you want. This is contrary to many players opinions, but I feel
it's the way to go. If you pump this stuff out and use them to put
pressure on Germany Sea-Lion becomes immensely harder. If FOW is on,
all the better, as the strength of Scotland remains disclosed.
-I like to get a fight going in Victoria, and infantry in India. Once
the Fight in Victoria is done you can send it over to the fight.
-As the US crank out Supplies, Research, and all long term building.
Namely bombers, fleets, a few tank units if your strategy calls for
it, and if your feeling lucky you can even pop a Paratrooper unit in
for later use as a raiding party.
-Research should focus around Fight Speed, Light Fleet ASW, CAG
improvement, Heavy Bomber research, and if you have a few tanks its
cheap to get those up a little. Once again, this will depend on your
strategy. It couldn't hurt to get the Flak up one. I like to get my
Fighter up in all respects.
Well, I wrote this without the game in front of me, so there are
probably flaws and the like. This thing sort of expanded from my
original rdinia idea, but I really feel the UK can take North Africa
and hold the Atlantic provided Germany doesn't pour too much into
Tunisia or the like. If he does, well, all the better for Russia.
How the UK can make a difference from turn one
General Idea:
From the start of the game the Axis have several
regions that need to be secured. The UK must do everything possible
to counter Axis movements. As the UK you have far more power then you
may be led to believe. The initial British fleets, along with some
the production of air and a little extra sea power can fight both the
Battle of the Atlantic and can seize North Africa, along with several
exposed German positions. The first few turns are crucial
Regions
Sardinia
On turn one the most exposed position is easily Sardinia. Take the
Allied Fleet in the UK sea-zone and move into the Med. Using a CAG,
destroy the lone militia, move in your Militia Fighter from Scotland.
Don't repair the resource point until your confident you can keep the
Island safe from Axis strategic bombing. If on turn two Spain remains
neutral you can transfer the nearby anti-air from Gibraltar.
Ethiopia
Even with a 2 vs. 1 militia fight Germany will be able to hold on to
its Ethiopian province. Even though he isn't getting the resource
point, its an easy grab. Move in a Infantry from England and seize on
turn two. The infantry can then be transferred to North Africa or
back to England, depending on the state of the Atlantic fight. I will
usually transfer the infantry to Cairo. The militia unit can be
transferred to reinforce Scotland.
Cairo
A breakthrough at Cairo can be one of the most devastating places to
lose. Bringing in the Tactical Bomber from England can ensure that no
subs will break out if the Italian Navy destroys the Cairo fleet.
Should Cairo fall, be sure to fall back to Ethiopia. If you allow the
Italian fleet to hit the Indian Ocean, you will need to spend tons of
supplies to drive them off.
Pacific Islands
As previously mentioned, there is some supplies sitting around the
Pacific Islands. Use what you salvage to fund your North African
campaign.
North Africa
The French controlled provinces are frozen, and if you play your cards
right you will never have to fight them. Cut off North Africa and
those Infantry will never be able to move. Never move units via
Tactical. Use your Cairo fleet if you still have it to jump along the
coast. The central-North African provinces are both resource and
railroad-less. Ignore them. Always use transports to move around.
You can take the Cairo fleet and sail all the way around to hit
Morocco. Should Cairo fall, drop back to Iraq where the terrain
favors the defender. Whatever you do, you cannot let Iraq fall.
Neglect everything in favor of defending Iraq except for defending the
home island.
What to Build?
As mentioned above by Mike, anything more then a Light Fleet will
never make it in time. If you want to do something along the lines of
a UK Blitz, the US will serve as both research and supply.
-Canada can make Infantry, but I like to get a Tank going there as
well. This is a long term investment, and sort of against what I just
said, but just one tank in North Africa can swing the tide in your
favor immensely.
-The UK can pump out planes, infantry, artillery, and even some flak
if you want. This is contrary to many players opinions, but I feel
it's the way to go. If you pump this stuff out and use them to put
pressure on Germany Sea-Lion becomes immensely harder. If FOW is on,
all the better, as the strength of Scotland remains disclosed.
-I like to get a fight going in Victoria, and infantry in India. Once
the Fight in Victoria is done you can send it over to the fight.
-As the US crank out Supplies, Research, and all long term building.
Namely bombers, fleets, a few tank units if your strategy calls for
it, and if your feeling lucky you can even pop a Paratrooper unit in
for later use as a raiding party.
-Research should focus around Fight Speed, Light Fleet ASW, CAG
improvement, Heavy Bomber research, and if you have a few tanks its
cheap to get those up a little. Once again, this will depend on your
strategy. It couldn't hurt to get the Flak up one. I like to get my
Fighter up in all respects.
Well, I wrote this without the game in front of me, so there are
probably flaws and the like. This thing sort of expanded from my
original rdinia idea, but I really feel the UK can take North Africa
and hold the Atlantic provided Germany doesn't pour too much into
Tunisia or the like. If he does, well, all the better for Russia.

RE: Western Allies Strategies (ideas, guidelines and principles)
ORIGINAL: Maginot
Ethiopia
Even with a 2 vs. 1 militia fight Germany will be able to hold on to its Ethiopian province.
Strange, I've never failed to take Ethiopia.
RE: Western Allies Strategies (ideas, guidelines and principles)
Well, even if, you can secure Ethopia turn two without a single casualty, which puts you one more milita ahead of the game.
