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RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 3:42 pm
by DrewMatrix
To speed matters you will want to bring in Base Forces with Naval Support first...Because some of the Base forces have large equipment I recommend using an Amphib TF to bring them into the small ports.

So you are telling me you have to actually _improve_ the base before you start using it heavily? <G>

That sounds really nice! An enormous improvement from WITP and much more realistic.

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 3:58 pm
by m10bob
ORIGINAL: treespider

Just thought I'd start a thread for some generalized player tips - this is for potential Allied players....

1. In the beginning - If you form a TRANSPORT TF on the US West Coast, DO NOT direct them to any ports other than Pearl, Melbourne, Sydney, Brisbane or Auckland. Use AMPHIB TF to transport Base Forces and units with Naval Support to the lesser ports first. The AMPHIB TF is not nearly as efficient as the TRANSPORT TF in terms of amount carried but the unload time at smaller ports is significantly higher.

More to follow later....


Treespider...For a couple of years I have been making transport convoys, sending them from Frisco to, say, somewhere around Nw Caledonia, and then, AT SEA, going back in and making them an amphib convoy, thereby getting the speed of the long haul, and the quicker unload speed of the amphibs.

I never deemed it gamey because it was basically the same role as the APA's...

Is this no longer a capability, or will AE continue to allow me to swap convoy types mid-ocean?

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 3:58 pm
by viberpol
ORIGINAL: treespider

Just thought I'd start a thread for some generalized player tips - this is for potential Allied players....

1. In the beginning - If you form a TRANSPORT TF on the US West Coast, DO NOT direct them to any ports other than Pearl, Melbourne, Sydney, Brisbane or Auckland. Use AMPHIB TF to transport Base Forces and units with Naval Support to the lesser ports first. The AMPHIB TF is not nearly as efficient as the TRANSPORT TF in terms of amount carried but the unload time at smaller ports is significantly higher.

More to follow later....


Hey, who's gonna deliver important player tips for Jap Fanboys? [:D]
You don't want the Allied Fanboys have the upper hand, do you?

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 4:12 pm
by John Lansford
ORIGINAL: m10bob

ORIGINAL: treespider

Just thought I'd start a thread for some generalized player tips - this is for potential Allied players....

1. In the beginning - If you form a TRANSPORT TF on the US West Coast, DO NOT direct them to any ports other than Pearl, Melbourne, Sydney, Brisbane or Auckland. Use AMPHIB TF to transport Base Forces and units with Naval Support to the lesser ports first. The AMPHIB TF is not nearly as efficient as the TRANSPORT TF in terms of amount carried but the unload time at smaller ports is significantly higher.

More to follow later....


Treespider...For a couple of years I have been making transport convoys, sending them from Frisco to, say, somewhere around Nw Caledonia, and then, AT SEA, going back in and making them an amphib convoy, thereby getting the speed of the long haul, and the quicker unload speed of the amphibs.

I never deemed it gamey because it was basically the same role as the APA's...

Is this no longer a capability, or will AE continue to allow me to swap convoy types mid-ocean?

If the difference between Amphib and Transport is how efficient the ships are loaded (and how quickly they unload), ISTM that you won't be able to switch their designation once they are at sea.

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 4:41 pm
by treespider
ORIGINAL: m10bob

ORIGINAL: treespider

Just thought I'd start a thread for some generalized player tips - this is for potential Allied players....

1. In the beginning - If you form a TRANSPORT TF on the US West Coast, DO NOT direct them to any ports other than Pearl, Melbourne, Sydney, Brisbane or Auckland. Use AMPHIB TF to transport Base Forces and units with Naval Support to the lesser ports first. The AMPHIB TF is not nearly as efficient as the TRANSPORT TF in terms of amount carried but the unload time at smaller ports is significantly higher.

More to follow later....


Treespider...For a couple of years I have been making transport convoys, sending them from Frisco to, say, somewhere around Nw Caledonia, and then, AT SEA, going back in and making them an amphib convoy, thereby getting the speed of the long haul, and the quicker unload speed of the amphibs.

I never deemed it gamey because it was basically the same role as the APA's...

Is this no longer a capability, or will AE continue to allow me to swap convoy types mid-ocean?


You can no longer switch between Transport and Amphib TF...mid voyage.

Units that are loaded on a Transport TF can only be in Strategic Move mode...meaning all of there equipment has been palletized and consolidated for shipping purposes...

Units that are loaded on Amphib TF can only be in Combat Mode...their equipment is loaded so as to be readily accesible for immediate use...this translates into less efficient use of available stowage space.

Once loaded onto a ship you cannot change the units mode...hence the TF that the ships are in that the unit is loaded on cannot be changed.

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 4:46 pm
by treespider
Treespider's Allied Player Tip #2 -

- ASAP turn off repair of all Allied controlled factories, resource centers etc in China.


The repair of factories in China will suck up much needed supply....turn off the repairs.

Unfortunately, the last I checked we have no universal way of doing this....although plans for such are in the works. Perhaps with release the Default will be set to Repairs - Off.

So for the time being go from base to base to base and turn off each individual center one by one...

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 4:51 pm
by treespider
Treespider's Allied Player Tip #3

Sacrifice some of the Chinese.

The Chinese have a number of weak corps with 40-50 squads. Look at the TO&E's. Some of these corps have a TO&E with 700+ squads others have a TO&E of around 162.

I like to run the small corps with the big TO&E into the Japanese rear...let them get cut-off and try my best to get them annihilated. Once destroyed they will reappear in Chungking 30 days later with 200+ squads.


RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 4:54 pm
by jjax
ORIGINAL: treespider

Treespider's Allied Player Tip #2 -

Perhaps with release the Default will be set to Repairs - Off.

I hope so. By the looks of things, turning factories repairs off seems to a strategy shared by most of the design team. Im surprise that it is not already the default.

In fact, right now it seems like its only purpose is to draw the first turn past the 10 hour mark.[:D]

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 4:55 pm
by treespider
Treespider's Allied Player Tip #4 -

Withdraw Allied Aircraft


A number of American air groups in the US are in restricted commands and have to be withdrawn within the first few months. Go ahead and get rid of them sooner rather than later...the pilots and planes are removed from the game when withdrawn, and so are of no use anyway....so to avoid forgetting to withdraw them and suffering PP penalties just get rid of them ASAP.

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 5:02 pm
by treespider
Allied Player Tip #5

B-17's to Lahaina (SP?) (the decent sized base to the E-SE of Pearl)


I'm at the office at the moment and do not have the map or game in front of me...however... a number of B-17's start at San Fran. The airfield and units at Pearl get trashed on Day 1.

So I like to transfer the B-17's at SF to the base E-SE of Pearl to provide for some Long Range Naval Search Assets in the Pearl Harbor area.

On occassion I try to move some the the CV groups into this base or Pearl as well to provide a small surprise should KB decide to linger...

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 5:23 pm
by treespider
Treespider's Allied Player Tip #6

Get the Fuel Pipeline to OZ set up ASAP.

There is very little fuel in OZ. Get the pipeline setup as soon as you can. I prefer to base my tankers out of Los Angeles.

From experience - the last thing you want to do is get your carriers to OZ only to discover that they sucked up the last bit of fuel topping off their tanks....while at the same time your tankers haven't even gotten halfway from the west coast.

In the DEI use every tanker you can find to run fuel to OZ from the DEI. Forget the oil...but bring the fuel. I use my smallish tankers and YO's to make local trips from Balikpapan to Java..then run tankers from Tjilitijap on the south coast of Java to Perth.

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 6:14 pm
by Nikademus
Fair warning to future Allied players. #6 will take alot longer than in Stock, particularily before the Allies get merchant reinforcements from the US. Until then, be selective of the warships you base in the Oz/SoPac area. Battleships can actually become liabilities as they are fuel hogs and can suck dry your base in no time flat.

last campaign test...I spent half of 42 building up a decent reserve and that with little fleet activity.


RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 6:17 pm
by TulliusDetritus
Maybe I missed the answer but what are more or less the unload rates? To unload a division in WitP you needed like 3 or 4 days if I remember correctly.

What about AE? x2, x3, x4... x6?

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 6:23 pm
by John Lansford
Has the fuel usage for ships been changed in AE, or is there just so little fuel available that the Allies have to watch it carefully in Oz?&nbsp; Places like Balikpapan and Amboina have tens of thousands of units of fuel stored in the stock game, did that change?

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 6:39 pm
by treespider
ORIGINAL: TulliusDetritus

Maybe I missed the answer but what are more or less the unload rates? To unload a division in WitP you needed like 3 or 4 days if I remember correctly.

What about AE? x2, x3, x4... x6?

Depends on the port...the types of ships...unit composition ... and TF type....so can't really tell you.

Theoretically with enough of the right kind of ships in the right kind of TF you could unload your division in a day...likewise in the wrong TF with small civilian ships in a back water port with a small fishing pier it may take three weeks.

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 6:41 pm
by treespider
ORIGINAL: John Lansford

Has the fuel usage for ships been changed in AE, or is there just so little fuel available that the Allies have to watch it carefully in Oz?  Places like Balikpapan and Amboina have tens of thousands of units of fuel stored in the stock game, did that change?


Not sure about fuel usage....but in my experience if you are not careful, the two American CV TF will use up a fair bit of the fuel in Eastern OZ when they arrive. It won't completely drain the tanks but you could easily see Brisbane sitting at 0 for an extended period of time.

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 6:48 pm
by Nikademus
case in point....i sent in some UK carriers from India to Oz and miscalculated the fuel cost. They ended up going dry and had to crawl into port the rest of the way with serious SYS forcing them to refit.

Due to the decreased assets (TK's), coupled with the redesigned map (with 40 mile hexes), coupled with bottlenecks on load/unload rates, one can no longer send in that singular 100 ship TK from the west coast with like 900,000 fuel points that can then be dumped in 2 days time. You actually have to have a continuous pipeline. So with fuel buildup now more drawn out it is far far more easy to get into the negative vs. a positive build up. As mentioned, sending in too many heavies before you have your logistical house in order can unbalance things quickly.

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 8:19 pm
by m10bob
ORIGINAL: treespider

ORIGINAL: m10bob

ORIGINAL: treespider

Just thought I'd start a thread for some generalized player tips - this is for potential Allied players....

1. In the beginning - If you form a TRANSPORT TF on the US West Coast, DO NOT direct them to any ports other than Pearl, Melbourne, Sydney, Brisbane or Auckland. Use AMPHIB TF to transport Base Forces and units with Naval Support to the lesser ports first. The AMPHIB TF is not nearly as efficient as the TRANSPORT TF in terms of amount carried but the unload time at smaller ports is significantly higher.

More to follow later....


Treespider...For a couple of years I have been making transport convoys, sending them from Frisco to, say, somewhere around Nw Caledonia, and then, AT SEA, going back in and making them an amphib convoy, thereby getting the speed of the long haul, and the quicker unload speed of the amphibs.

I never deemed it gamey because it was basically the same role as the APA's...

Is this no longer a capability, or will AE continue to allow me to swap convoy types mid-ocean?


You can no longer switch between Transport and Amphib TF...mid voyage.

Units that are loaded on a Transport TF can only be in Strategic Move mode...meaning all of there equipment has been palletized and consolidated for shipping purposes...

Units that are loaded on Amphib TF can only be in Combat Mode...their equipment is loaded so as to be readily accesible for immediate use...this translates into less efficient use of available stowage space.

Once loaded onto a ship you cannot change the units mode...hence the TF that the ships are in that the unit is loaded on cannot be changed.


While I had enjoyed doing what I had been doing, I feel not being able to swap them mid ocean to be a vast improvement, for the very reasons you explained..Thank you..

(Gosh, I love it when they talk dirty!)..[:D]

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 8:38 pm
by scout1
ok damn it, where's the AE Player tips - Japanese .... ?

[:D]

RE: AE Player tips - Allied

Posted: Mon Jul 13, 2009 8:47 pm
by treespider
ORIGINAL: scout1

ok damn it, where's the AE Player tips - Japanese .... ?

[:D]


Treespider's Japanese Player Tips #1

Patience!!!

Unlike WitP, set reasonable goals as the Japanese player...ie read a history book. Perhaps there were some very justifiable reasons why the Japanese did not try to have Oz, India or the far South Pacific conquered by January 1942.


I'll have more Jpanese tips after I've played around with them some more....