Allies Set-up Spreadsheet for AE
Posted: Mon Nov 30, 2009 4:55 am
UPDATE 3/14/2017: The revised AE-Allies Setup Spreadsheet has been uploaded (previous version "D" was released on 12/28/2009 and had over 2700 downloads). It contains 1586 changes (from a total line count of 4653) For those who have used (or are using) the previous version, just go to column "AA" and filter on "1". This will show ONLY the elements which have changed, making it much easier to edit your starting setup. For a more detailed list of the changes and improvements, see the "changelog" in Post #5 below. (The link in this post has been updated so it contains the new spreadsheet)
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The AE-Allies Setup Spreadsheet (like it's Japanese equivalent), is designed to give the player a prescriptive list of actions to take on "Day 2", following the December 7th series of historical moves. There are 4653 individual Bases (878), LCUs (1194), Ships (1427), Air Groups (424), and Industry elements (730), all of which can potentially be adjusted in the course of the Day 2 turn. Needless to say, that is a daunting prospect. So what this spreadsheet offers is a set of instructions for EVERY one of those 4653 individual elements. I don't pretend to be a WitP Master, and my choices are certainly open to debate. Nevertheless, I hope this will help folks get past those opening turn jitters and give you a solid base upon which to build in the days and months to come.
You also have a variety of "game play" options to consider. In particular whether one is playing PBEM or versus the AI, with "Player Defined Upgrades" on or off, and "Realistic R&D" on or off. Personally I prefer games that impose a more historical set of constraints upon the player, plus my games are played against the AI, and thus I tend to shun settings which provide additional advantages against an already crippled opponent. So that means this spreadsheet primarily is intended for those who:
1) Play with PDU "off" (this doesn't matter much to the Allies, especially in the early game)
2) Play with Realistic R&D "on" (likewise not that important in the early game)
3) Play against the AI (although most of the recommendations - China excepted - would still be pertinent against an inexperienced PBEM opponent).
4) Game setting at Hard or Very Hard: This is required in order for the AI to function adequately. The AI is not able to supply the many island outposts and only settings of Hard and above will provide a small amount of supply to ALL of the AI locations.
5) Also worth noting that this spreadsheet is designed for Scenarios 1 or 2. It will probably work fine with the new test AI Scenarios 100 and 102, and possibly even the "Japanese Ironman" scenarios, although it's never been tested with those.
Strategically, all unit movements and/or adjustments were made to support a fairly conservative Allied approach. The top level objectives are as follows:
1) Hold Burma
2) Build up bases in Eastern India
3) Holding action in China (limited offensives, but mostly moving troops into defensible positions)
4) US Carriers positioned to assault either Wake or the Marshalls
5) Limited "Sir Robin" in DEI and Phillipines combined with aggressive SCTF activity
6) Detailed network of Search & ASW planes at key locations (interlocking verified and tweaked)
7) Almost all subs sent on patrol (with patrol zones detailed)
8) Get convoys moving between the US and Pearl Harbor/Australia & Abadan/Aden/Capetown and India
9) Begin to establish a line of bases between the US and Australia
10) Preparations for building out the Aleutians
If this sounds like your cup of tea, here's the plan to get you started:
(Note: The attachment below will always be updated to contain the most recent spreadsheet revision)
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The AE-Allies Setup Spreadsheet (like it's Japanese equivalent), is designed to give the player a prescriptive list of actions to take on "Day 2", following the December 7th series of historical moves. There are 4653 individual Bases (878), LCUs (1194), Ships (1427), Air Groups (424), and Industry elements (730), all of which can potentially be adjusted in the course of the Day 2 turn. Needless to say, that is a daunting prospect. So what this spreadsheet offers is a set of instructions for EVERY one of those 4653 individual elements. I don't pretend to be a WitP Master, and my choices are certainly open to debate. Nevertheless, I hope this will help folks get past those opening turn jitters and give you a solid base upon which to build in the days and months to come.
You also have a variety of "game play" options to consider. In particular whether one is playing PBEM or versus the AI, with "Player Defined Upgrades" on or off, and "Realistic R&D" on or off. Personally I prefer games that impose a more historical set of constraints upon the player, plus my games are played against the AI, and thus I tend to shun settings which provide additional advantages against an already crippled opponent. So that means this spreadsheet primarily is intended for those who:
1) Play with PDU "off" (this doesn't matter much to the Allies, especially in the early game)
2) Play with Realistic R&D "on" (likewise not that important in the early game)
3) Play against the AI (although most of the recommendations - China excepted - would still be pertinent against an inexperienced PBEM opponent).
4) Game setting at Hard or Very Hard: This is required in order for the AI to function adequately. The AI is not able to supply the many island outposts and only settings of Hard and above will provide a small amount of supply to ALL of the AI locations.
5) Also worth noting that this spreadsheet is designed for Scenarios 1 or 2. It will probably work fine with the new test AI Scenarios 100 and 102, and possibly even the "Japanese Ironman" scenarios, although it's never been tested with those.
Strategically, all unit movements and/or adjustments were made to support a fairly conservative Allied approach. The top level objectives are as follows:
1) Hold Burma
2) Build up bases in Eastern India
3) Holding action in China (limited offensives, but mostly moving troops into defensible positions)
4) US Carriers positioned to assault either Wake or the Marshalls
5) Limited "Sir Robin" in DEI and Phillipines combined with aggressive SCTF activity
6) Detailed network of Search & ASW planes at key locations (interlocking verified and tweaked)
7) Almost all subs sent on patrol (with patrol zones detailed)
8) Get convoys moving between the US and Pearl Harbor/Australia & Abadan/Aden/Capetown and India
9) Begin to establish a line of bases between the US and Australia
10) Preparations for building out the Aleutians
If this sounds like your cup of tea, here's the plan to get you started:
(Note: The attachment below will always be updated to contain the most recent spreadsheet revision)