Allied Strategy Guide (By Mogami)
Posted: Tue Nov 26, 2002 7:43 am
This was posted by Mogami under the Japanese Strategy Guide thread. I thought it deserved its own thread. In fact, I think both guides rate a "sticky."
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Hi, In scenario 17 (or 19) The Allies are on the defensive.
The very first task for them is to understand what the Japanese players long term plans are. Port Moresby, Lunga, SOPAC?
Untill the Allied players knows for sure he should
A. Halt construction of all bases that the enemy might capture in near future
Port Moresby, Cooktown, Cairns, L'ville
B. Insure the safety of his 2 primary bases. Noumea and Brisbane
C. prepare a rapid response force to meet Japanese threats close to these bases. (have ships enough to run a Bde/RCT by fast transport once target base is clear)
SWPAC begins with 7th Div in Brisbane and Bde in every city.
order Cooktowns garrison (except baseforce) to move to Cairns
Have Carins garrison move 1 hex south (on beach hex enemy can land on (except base force) This prevents enemy from dropping a few squads and cutting off retreat. Now he must land at least 2 Bdes to do this. 7th Div sends 1 Bde to Townsville, 1 Bde to Rockhampton and retains 1 Bde in Brisbane (giving each of these cities 2 Bdes for defense.
SOPAC begins with Americal Div in Noumea. There is no reason to move it anywhere unless it becomes clear enemy has designs on L'ville, or Efate (since if he goes for Noumea he must bring 2 Divisions and that he does not have in May)
The transport Aircraft can fly troops to L'ville/Efate if needed with the Fast Transport TF moving more.
Prior to the end of May if Japanese are moving against SOPAC the 3rd Aus Div arrives in Brisbane. The Japanese do not have the means to go for SWPAC bases (other then PM) and SOPAC at same time. This allows allies to move the entire div to Noumea.
(remember to keep enough transports in Brisbane for this if needed.)
If Japanese move against SOPAC all level bomber groups with range should redeploy to Noumea.
If Japanese move against SWPAC all level bomber groups should base in Townsville, Charter Towers, Rockhampton.
Enemy must telegraph intent by trying to knock out airfields on bases he is going to try to capture. These bases should have all air groups moved away. (and garrsions as well)
Cooktown and Cairns should not be defended except by air attacks on transports moving Japanese to them.
(Cairns can be defended if the Bde has secured the escape hex.
(the Cooktown Bde defends Cairns while the Cairns Bde holds open the escape route. This makes Japanese bring at least 4 Bdes to Capture/cut off Cairns. Moving the Bde from Townsville up
to help pretty much keeps the route open, but be carefull leaving Townsville too weak. Townsville is the important city. It must be held at all cost.)
Townsville is city where all northern troops move to defend.
(it will have almost 3 divisions worth of troops by end of May)
Let Japanese land at Cooktown or Cairns then you have a steady target to attack and train airgroups on. Also when in June or July the 2 further SWPAC divs have arrived you can recapture.
The allies need not fear Japanese attempts early in game to reach deep. These efforts will prevent them from ever making a serious offensive because of the drain on resources and lack of building up their logistics tail. (they consume large amounts of fuel and supply. Wear out the ships and leave the combat troops hanging out to dry. It requires a period of supply/fuel build up before commencing an operation. These early attacks can win if..
The allies have spread their forces out. If the allies have tried to occupy further advanced bases (Lunga) Or tied their defensive strength down in bases where it can not be accessed (Port Moresby)
The Japanese must move quickly it is true. However in a 610 turn game quickly translates into being ready to make a move from secure bases to occupy new/enemy bases within 90 days. (not on May 15th)
The Allies must be able to never take a step backwards. So they move slowly. The real issue of who will control what bases is really up to the results of the fleet combats. The attacker needs the same ratio of ships he needs in land combat strength.
It is not advised to leave landings or transports un protected in the middle of an offensive.
Operations in UV must be well thought out in advance and prepared. Before sending a force to capture an enemy base you must
1. Preform detailed recon over a period of time to obtain accurate data on forces defending. (so to avoid being suprised apon arrival and finding yourself out numbered or unable to achive needed odds to capture base. You do not want to send too much as this limits speed of other offensives and uses more supply/fuel transports then required. (Send the right amount to do the job.)
To confuse enemy preform recons, bombardments on more then one logical choice for invasion.
2. Close the target to resupply reinforcment. (this means having mines placed on enemy approach routes, TF's on target every night to intercept enemy relief efforts. (Bombardment TF's, this serves dual purpose of closing target airfield, destroying supply and disrupting enemy troops defending)
If you are incapable of doing the above then your attack will fail (and deserve such failure.) Attacks are only justified where the enemy has left an exploitable weakness.
---------------------------------------------------------
Hi, In scenario 17 (or 19) The Allies are on the defensive.
The very first task for them is to understand what the Japanese players long term plans are. Port Moresby, Lunga, SOPAC?
Untill the Allied players knows for sure he should
A. Halt construction of all bases that the enemy might capture in near future
Port Moresby, Cooktown, Cairns, L'ville
B. Insure the safety of his 2 primary bases. Noumea and Brisbane
C. prepare a rapid response force to meet Japanese threats close to these bases. (have ships enough to run a Bde/RCT by fast transport once target base is clear)
SWPAC begins with 7th Div in Brisbane and Bde in every city.
order Cooktowns garrison (except baseforce) to move to Cairns
Have Carins garrison move 1 hex south (on beach hex enemy can land on (except base force) This prevents enemy from dropping a few squads and cutting off retreat. Now he must land at least 2 Bdes to do this. 7th Div sends 1 Bde to Townsville, 1 Bde to Rockhampton and retains 1 Bde in Brisbane (giving each of these cities 2 Bdes for defense.
SOPAC begins with Americal Div in Noumea. There is no reason to move it anywhere unless it becomes clear enemy has designs on L'ville, or Efate (since if he goes for Noumea he must bring 2 Divisions and that he does not have in May)
The transport Aircraft can fly troops to L'ville/Efate if needed with the Fast Transport TF moving more.
Prior to the end of May if Japanese are moving against SOPAC the 3rd Aus Div arrives in Brisbane. The Japanese do not have the means to go for SWPAC bases (other then PM) and SOPAC at same time. This allows allies to move the entire div to Noumea.
(remember to keep enough transports in Brisbane for this if needed.)
If Japanese move against SOPAC all level bomber groups with range should redeploy to Noumea.
If Japanese move against SWPAC all level bomber groups should base in Townsville, Charter Towers, Rockhampton.
Enemy must telegraph intent by trying to knock out airfields on bases he is going to try to capture. These bases should have all air groups moved away. (and garrsions as well)
Cooktown and Cairns should not be defended except by air attacks on transports moving Japanese to them.
(Cairns can be defended if the Bde has secured the escape hex.
(the Cooktown Bde defends Cairns while the Cairns Bde holds open the escape route. This makes Japanese bring at least 4 Bdes to Capture/cut off Cairns. Moving the Bde from Townsville up
to help pretty much keeps the route open, but be carefull leaving Townsville too weak. Townsville is the important city. It must be held at all cost.)
Townsville is city where all northern troops move to defend.
(it will have almost 3 divisions worth of troops by end of May)
Let Japanese land at Cooktown or Cairns then you have a steady target to attack and train airgroups on. Also when in June or July the 2 further SWPAC divs have arrived you can recapture.
The allies need not fear Japanese attempts early in game to reach deep. These efforts will prevent them from ever making a serious offensive because of the drain on resources and lack of building up their logistics tail. (they consume large amounts of fuel and supply. Wear out the ships and leave the combat troops hanging out to dry. It requires a period of supply/fuel build up before commencing an operation. These early attacks can win if..
The allies have spread their forces out. If the allies have tried to occupy further advanced bases (Lunga) Or tied their defensive strength down in bases where it can not be accessed (Port Moresby)
The Japanese must move quickly it is true. However in a 610 turn game quickly translates into being ready to make a move from secure bases to occupy new/enemy bases within 90 days. (not on May 15th)
The Allies must be able to never take a step backwards. So they move slowly. The real issue of who will control what bases is really up to the results of the fleet combats. The attacker needs the same ratio of ships he needs in land combat strength.
It is not advised to leave landings or transports un protected in the middle of an offensive.
Operations in UV must be well thought out in advance and prepared. Before sending a force to capture an enemy base you must
1. Preform detailed recon over a period of time to obtain accurate data on forces defending. (so to avoid being suprised apon arrival and finding yourself out numbered or unable to achive needed odds to capture base. You do not want to send too much as this limits speed of other offensives and uses more supply/fuel transports then required. (Send the right amount to do the job.)
To confuse enemy preform recons, bombardments on more then one logical choice for invasion.
2. Close the target to resupply reinforcment. (this means having mines placed on enemy approach routes, TF's on target every night to intercept enemy relief efforts. (Bombardment TF's, this serves dual purpose of closing target airfield, destroying supply and disrupting enemy troops defending)
If you are incapable of doing the above then your attack will fail (and deserve such failure.) Attacks are only justified where the enemy has left an exploitable weakness.