Page 42 of 291
RE: 4 player E-mail: AAR
Posted: Thu May 12, 2016 1:36 am
by Shannon V. OKeets
ORIGINAL: Orm
Nov/Dec 1939
Production:
China (5):
INF
GARR
CW (13):
INF
FTR2
2 x Pilot
TRS (1st)
CP
CVP0
CVP1
USA(11):
GARR
BB (1st)
TRS (1st)
NAV3
Pilot
USSR (10):
GARR
2 x INF
Pilot
For what it's worth, ...
I agree completely with the China and Commonwealth builds.
But not for the USA and USSR builds. Early in the war I prefer to build carriers for the USA. They take a long time and will be needed against Japan. I do not build anything that take only a short time to come in for the USA. They will not have any use for them until they are in the war. If desperate for something to build, I'll build the marine units. The CVP0 builds are okay as fillers. AMPH and TRS are my other preferred builds. My idea is to plan on the USA entering the war sometime in 1941 and having the ships to fight Japan and the sea lift to get stuff over to Europe or out to the Pacific. The air, land, and pilots can be delayed until mid-1940 and still arrive in time for spring 1941. ATRs and paratroops are always useful too, so I sometimes put them into production fairly early.
For the USSR, I like to get in one or two MECH and stay away from building the GARR until things look threatening on the western front. I'm not real keen on pilots or air units either. If the USSR husbands it air units early in the conflict with Germany, they shouldn't be desperate for air cover. My experience is that the Germans outrun their best air units so the USSR doesn't have to defend against a whole lot of German air missions. Now, if the Axis is bringing every air unit Italy can build to the fight - then that is a different story. But the decision to build pilots and air units can be delayed for a bit. Getting as many land units on the map as possible is my goal as the USSR.
- Again, for what it is worth.[8|]
RE: 4 player E-mail: AAR
Posted: Thu May 12, 2016 1:52 am
by Shannon V. OKeets
ORIGINAL: brian brian
I like to defend the Alps with four units - the MTN in Nice, 4 pt INF to the north, inf division along the Alpine hexsides, CAV near the Swiss border.
Then bring the Syrian garrison to Nice on first impulse, though this risks a surprise port strike on it.
Italy's best chance to crack the Alps is on the surprise impulse with doubled air and HQ support from Balbo (risks 'Magic 14'). Nice is also vulnerable to shore bombardment. But if they get the first hex, the ooze begins and that eventually becomes serious.
But if the Italian set-up or DOW leads them in other directions, the CAV can move north, the Alpine hexsides can be uncovered, and the INF from Syria can rail north. Local MIL can handle the area best from turn 2 onwards, releasing the Infantry division and the other INF to the north as well.
Okay, ....
But that is a heavily weighted frontline against the Italians. Since you plan on reducing it immediately if the Italians aren't threatening anything, that is what wins me over to your setup. I like to have an HQ in the south of France (rail it to the frontline against Germany in the second turn) to reorganize the French TRS and bring over the French unit from North Africa in the Allied 2nd impulse (4th game impulse). Yeah, that leaves North Africa open to the Italians to walk all over. But they have to first DOW France (good for US entry) and it will take them some time - building a TERR for France can sometimes put a roadblock in their way. What I am most concerned with is getting more French land units in the frontline (and behind it) against Germany.
RE: 4 player E-mail: AAR
Posted: Thu May 12, 2016 1:56 am
by Shannon V. OKeets
ORIGINAL: brian brian
The key to defending Belgium is fast units that can enter Brussels in the rain. Let REServes cover the two Maginot cities.
After that it is imperative to keep two stacks of three units in the clear hexes in Belgium, each with anti-tank assets. Those are tough for the Germans to crack, but the other hexes don't allow a breakthrough, there is the Meuse river, etc. If the Germans DOW Belgium in 1939, abandon the Maginot immediately.
After Belgium keep the anti-tank guns stacked with two units in the hex most desired by the Germans, never take them as a loss, pick for the Shatter unit if necessary. Never place them with only one other unit - they are the most valuable French units.
In a non-France First game, a loan from the CW on turn two can build the third French AT/AA if not drawn at set-up - very handy in spring of 40.
My only real complaint with your ideas here is with abandoning the Maginot line. That frees up too many German units and makes it easier for them to gain multiple hexes against French units in Clear terrain. It also simplifies supply for them. The benefit of abandoning the Maginot line to France (a few extra land units between Belgium and Paris) is minimal. Of course this is all: in my opinion.
RE: 4 player E-mail: AAR
Posted: Thu May 12, 2016 2:07 am
by brian brian
I rarely pull the French INF from Algeria, unless the Italians DOW early and don't invade on the surprise impulse. I use the TRS for the Syrian INF first and the Senegal MIL second.
Lately I like the knock-on effects of an instant Italian amphibious invasion of Syria though, very interesting for the Axis.
There is only one hex that matters in France in 1939 - Paris. The Maginot is quite far away and the French always need a double line to prevent German Breakthrough results from going anywhere.
How did the USSR get 10 BP on turn 2? Save 2 on turn 1?
RE: 4 player E-mail: AAR
Posted: Thu May 12, 2016 2:16 am
by brian brian
I think that is a purely historical result on the Vichy / Free France colonies?
RE: 4 player E-mail: AAR
Posted: Thu May 12, 2016 2:20 am
by Jagdtiger14
I rarely pull the French INF from Algeria, unless the Italians DOW early and don't invade on the surprise impulse. I use the TRS for the Syrian INF first and the Senegal MIL second. Lately I like the knock-on effects of an instant Italian amphibious invasion of Syria though, very interesting for the Axis.
Oran needs defended (Gibraltar).
Nice one Brian! I'll have to look into that Syrian gambit![&o]
RE: 4 player E-mail: AAR
Posted: Thu May 12, 2016 4:33 am
by Orm
ORIGINAL: Shannon V. OKeets
ORIGINAL: Orm
Nov/Dec 1939
Production:
China (5):
INF
GARR
CW (13):
INF
FTR2
2 x Pilot
TRS (1st)
CP
CVP0
CVP1
USA(11):
GARR
BB (1st)
TRS (1st)
NAV3
Pilot
USSR (10):
GARR
2 x INF
Pilot
For what it's worth, ...
I agree completely with the China and Commonwealth builds.
But not for the USA and USSR builds. Early in the war I prefer to build carriers for the USA. They take a long time and will be needed against Japan. I do not build anything that take only a short time to come in for the USA. They will not have any use for them until they are in the war. If desperate for something to build, I'll build the marine units. The CVP0 builds are okay as fillers. AMPH and TRS are my other preferred builds. My idea is to plan on the USA entering the war sometime in 1941 and having the ships to fight Japan and the sea lift to get stuff over to Europe or out to the Pacific. The air, land, and pilots can be delayed until mid-1940 and still arrive in time for spring 1941. ATRs and paratroops are always useful too, so I sometimes put them into production fairly early.
For the USSR, I like to get in one or two MECH and stay away from building the GARR until things look threatening on the western front. I'm not real keen on pilots or air units either. If the USSR husbands it air units early in the conflict with Germany, they shouldn't be desperate for air cover. My experience is that the Germans outrun their best air units so the USSR doesn't have to defend against a whole lot of German air missions. Now, if the Axis is bringing every air unit Italy can build to the fight - then that is a different story. But the decision to build pilots and air units can be delayed for a bit. Getting as many land units on the map as possible is my goal as the USSR.
- Again, for what it is worth.[8|]
Thank you for your comments. They are appreciated. [:)]
This turn I am responsible for both the US and Soviet builds.
And in general I do not disagree with you. However, I have some reasons to do it differently although my reasons might be dumb ones.
The main reason for USSR to build pilots is that it is a cheap way to get garrison points as long as USSR has aircraft in the reserve pool. And the aircraft can fast be transferred from the Japanese garrison to the West if the need arises. Then they might even get new shiny toys to fly.
As for USA they do not have that many carriers in the force pool. Not many other ships either. I do not see the need to empty the construction pool yet. And I like to get some land and aircraft units out early that I like to have around when US go to war. But the main reason might be because I do not want to have the exact same US build plan in every game, because that makes US more fun to play. And fun, for me, is an important reason although it might be a bad one. [:D]

RE: 4 player E-mail: AAR
Posted: Thu May 12, 2016 4:41 am
by Orm
How did the USSR get 10 BP on turn 2? Save 2 on turn 1?
1 BP saved on turn one. One extra oil form Persia that goes to production, Bessarabia is claimed, and Germany has aligned Bulgaria, and that is enough for the second BP.
Note that, last turn, USSR used one of the saved oil instead of the Persian oil to get that extra build point.
RE: 4 player E-mail: AAR
Posted: Thu May 12, 2016 4:42 am
by Orm
ORIGINAL: brian brian
I think that is a purely historical result on the Vichy / Free France colonies?
Sad. Isn't it. [;)]
RE: 4 player E-mail: AAR
Posted: Thu May 12, 2016 5:18 pm
by Centuur
ORIGINAL: Jagdtiger14
I rarely pull the French INF from Algeria, unless the Italians DOW early and don't invade on the surprise impulse. I use the TRS for the Syrian INF first and the Senegal MIL second. Lately I like the knock-on effects of an instant Italian amphibious invasion of Syria though, very interesting for the Axis.
Oran needs defended (Gibraltar).
Nice one Brian! I'll have to look into that Syrian gambit![&o]
I want to get a unit out of Syria and one out of Algeria to France in the first two Allied impulses. So I always set up the French TRS in Syria, move it with the INF into Marseilles, reorganise the ship with a French HQ. Next impulse, the French take a combined, move the TRS into the zero box of the Western Med, picks up a unit in Algeria and that unloads in Marseilles too. During the RTB phase, the French move the TRS into Senegal. That's to say: if the TRS survives his stay in the Western Med...
The defense of the USSR starts in the west. Defend Oran? Let the CW take care of the defense of that port. Every unit counts against Germany.
RE: 4 player E-mail: AAR
Posted: Thu May 12, 2016 5:24 pm
by warspite1
ORIGINAL: Centuur
ORIGINAL: Jagdtiger14
I rarely pull the French INF from Algeria, unless the Italians DOW early and don't invade on the surprise impulse. I use the TRS for the Syrian INF first and the Senegal MIL second. Lately I like the knock-on effects of an instant Italian amphibious invasion of Syria though, very interesting for the Axis.
Oran needs defended (Gibraltar).
Nice one Brian! I'll have to look into that Syrian gambit![&o]
I want to get a unit out of Syria and one out of Algeria to France in the first two Allied impulses. So I always set up the French TRS in Syria, move it with the INF into Marseilles, reorganise the ship with a French HQ. Next impulse, the French take a combined, move the TRS into the zero box of the Western Med, picks up a unit in Algeria and that unloads in Marseilles too. During the RTB phase, the French move the TRS into Senegal. That's to say: if the TRS survives his stay in the Western Med...
The defense of the USSR starts in the west. Defend Oran? Let the CW take care of the defense of that port. Every unit counts against Germany.
warspite1
Well that was not possible in this game as the HQ was needed to reorganise the French infantry......
RE: 4 player E-mail: AAR
Posted: Thu May 12, 2016 5:40 pm
by Centuur
Well, it depends on your setup, doesn't it? There are choices to be made by players, which will influence the decisions players make during the game. There are downsides to almost every choice a player makes. Do I put the two French HQ's up north, or not? How do I defend the Maginot line and with how many units? How many units will I put in a position to race into Belgium if Germany is bold enough to attack it the second Axis impulse of the game? And on, and on, and on. WiF isn't an easy game to play at all for any player. Choices and choices...
And there is always the major problem: during this game, any plan might fall apart at any moment.
I was simply stating the opening moves I tend to do with the French. Other players have other openings which might or might not be as good as any other opening sequence of this game. The choices a player makes are his own, they might turn out to be good choices, or simply lead to disaster. What worked in one game, might not work in another game, due to the dice rolled...
RE: 4 player E-mail: AAR
Posted: Thu May 12, 2016 5:43 pm
by Orm
The choices a player makes are his own, they might turn out to be good choices, or simply lead to disaster.
My choices seldom turn out to be good, so I am happy if I somehow manage to avoid the disasters. [:)]
RE: 4 player E-mail: AAR
Posted: Thu May 12, 2016 6:03 pm
by Orm
There will be no Allied actions this evening.
RE: 4 player E-mail: AAR
Posted: Thu May 12, 2016 8:28 pm
by Courtenay
The US builds for carriers are all about the five Essex class they get in the 1941 force pool. Everything the US builds should be to get those as quickly as possible. Thus one must build one naval unit (at least) M/J 40, two J/A, 3 S/O, and 4 N/D. Then one must be able to pay for five CVs J/F 41. Then one must be able to build finish them N/D 41; again one must pay strict attention to gearing limits. Plan out the whole US build schedule until early 1942. See how many build points you need. You won't know when you get gear up; be pessimistic in your assumptions.
Those carriers are what you need to win the the naval war in the Pacific. (You will also need AMPHS and TRSs, too, off course.) Plan for the stuff that takes a long time to build. After that, HQs. After that, if you want BB's, those come next (they take a long time, too.) Stuff that takes a short time can wait until the war.
RE: 4 player E-mail: AAR
Posted: Fri May 13, 2016 3:48 am
by peskpesk
ORIGINAL: Orm
Nov/Dec 1939
Production:
China (5):
INF
GARR
CW (13):
INF
FTR2
2 x Pilot
TRS (1st)
CP
CVP0
CVP1
USA(11):
GARR
BB (1st)
TRS (1st)
NAV3
Pilot
USSR (10):
GARR
2 x INF
Pilot
What did the axis build?
RE: 4 player E-mail: AAR
Posted: Fri May 13, 2016 6:06 am
by Orm
What did the axis build?
Production:
Germany (12):
2 x INF
2 x MIL
Pilot
Italy (6):
Pilot
Save 4 BPs
Japan (7):
2 x MIL
Pilot
CP
RE: 4 player E-mail: AAR
Posted: Fri May 13, 2016 4:02 pm
by Centuur
ORIGINAL: Courtenay
The US builds for carriers are all about the five Essex class they get in the 1941 force pool. Everything the US builds should be to get those as quickly as possible. Thus one must build one naval unit (at least) M/J 40, two J/A, 3 S/O, and 4 N/D. Then one must be able to pay for five CVs J/F 41. Then one must be able to build finish them N/D 41; again one must pay strict attention to gearing limits. Plan out the whole US build schedule until early 1942. See how many build points you need. You won't know when you get gear up; be pessimistic in your assumptions.
Those carriers are what you need to win the the naval war in the Pacific. (You will also need AMPHS and TRSs, too, off course.) Plan for the stuff that takes a long time to build. After that, HQs. After that, if you want BB's, those come next (they take a long time, too.) Stuff that takes a short time can wait until the war.
It's true that the US needs the Essex CV's soon. It's true that it is good to start building naval units before land units. However, it is perfectly OK with me, if one builds three Essex CV's in the first turn of availability and two in the turn after that. One turn isn't going to make a lot of difference. I like the US to have at least 3 land units in each of Pago Pago and Honolulu at the end of 1940, to prevent certain Japanese exploits. And the Pearl Harbor fleet needs a reasonable FTR 2 for protection at that stage too. And there are of course the 5 oil resources which one should send soon to the CW and a resource for the USSR before it goes to war too. I would even send 5 build points to the CW if the US is still neutral and the land lease option is chosen (provided they can be transported of course).
2 CV's which arrive one turn later isn't going to make a lot of difference, especially since one needs to have the planes and pilots to crew them too...
RE: 4 player E-mail: AAR
Posted: Fri May 13, 2016 5:53 pm
by AlbertN
Which are the planes in the respective reserve pools?
And Japan producing 7 is -ugly-!
RE: 4 player E-mail: AAR
Posted: Fri May 13, 2016 6:16 pm
by Orm
Which are the planes in the respective reserve pools?
