A Checklist for the Allies

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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doodle
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Joined: Mon Jun 26, 2017 10:43 am

A Checklist for the Allies

Post by doodle »

Hello, I am new to this game. I would like to have a checklist of things I need to do on the first turn of the Allies on the grand campaign, I finished Coral and Guadalcanal and I would like to move onto the grand campaign.

I would also like to have a generic checklist for every turn, so I can learn what I need to do at the beginning of every turn. I feel I would learn faster if I knew what my goals were at the beginning of each turn rather than attempt to forge my own goals. I'd make my own goals in games like these but I feel if I knew what was the most important thing to start it'd be better for me.

Thank you [:)]
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Chickenboy
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RE: A Checklist for the Allies

Post by Chickenboy »

I haven't used it, but I hear rave reviews on Kull's IJ and Allied first turn checklists.
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jwolf
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RE: A Checklist for the Allies

Post by jwolf »

ORIGINAL: doodle
I would also like to have a generic checklist for every turn, so I can learn what I need to do at the beginning of every turn.

Here, in brief, is what I do. Disclaimer: I'm still green; more experienced players probably do it differently and/or better. Also this is from the Allied perspective FWIW.

1. Watch combat replay, cursing or cheering as appropriate (you'll get plenty of both).
2. Save the game at the beginning of your turn.
3. Check the I screen for plane and ship losses during the turn. Note some of the enemy losses are inflated due to FOW or outright BS.
4. Scan through the whole map quickly, to see what is going on in certain key spots where there is conflict, loading/unloading, or repairs, making some adjustments as appropriate.
5. Check the weather K screen.
6. Read the sigint L report.
7. Read the combat C report. Check units involved in the more significant fights as you may need to change orders as a result.
8. Read the operations O report. Most of it is not interesting (IMHO) but watch for ships that finished repairs, bases that upgraded, units that upgraded or took replacements, and new arrivals which usually need some sort of attention.
9. Enter in the new turn's orders, proceeding theater by theater in whatever order makes sense to you.
10. Check for new convoys you need to get started, for example, at the major West Coast ports.
11. Check the I screen for units, of all types, that will be arriving or departing soon, and make adjustments to orders if needed.
12. Check the S screen for unexpected or previously unknown damage to any of your ships. You can also check for refits here.
13. All the while, keep in mind your strategic plans, day to day and long term.
doodle
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RE: A Checklist for the Allies

Post by doodle »

Alright, thank you guys both!
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crsutton
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RE: A Checklist for the Allies

Post by crsutton »

Here is my checklist for the Allies.

1. At the beginning of every turn check to see if your carriers are still floating.
2. If the answer to no. 1 is in the affirmative. Go have a beer and relax. You are winning the game. [:D]

Cheeky, I know but my number one rule for the Allies is don't lose any of your original six carriers and it is pretty hard to lose.
I am the Holy Roman Emperor and am above grammar.

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jwolf
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RE: A Checklist for the Allies

Post by jwolf »

I have to admit that is a lot more concise. [8D]
scondon87
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RE: A Checklist for the Allies

Post by scondon87 »

ORIGINAL: crsutton

Here is my checklist for the Allies.

1. At the beginning of every turn check to see if your carriers are still floating.
2. If the answer to no. 1 is in the affirmative. Go have a beer and relax. You are winning the game. [:D]

Cheeky, I know but my number one rule for the Allies is don't lose any of your original six carriers and it is pretty hard to lose.

+1

Whenever you despair, just look at the reinforcements screen.
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Aloid
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RE: A Checklist for the Allies

Post by Aloid »

ORIGINAL: crsutton

Here is my checklist for the Allies.

1. At the beginning of every turn check to see if your carriers are still floating.
2. If the answer to no. 1 is in the affirmative. Go have a beer and relax. You are winning the game. [:D]

Cheeky, I know but my number one rule for the Allies is don't lose any of your original six carriers and it is pretty hard to lose.

... ensure auto-convoy is ON to Beer Fridge...
GetAssista
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RE: A Checklist for the Allies

Post by GetAssista »

ORIGINAL: scondon87
Whenever you despair, just look at the reinforcements screen.
This one should be in a checklist, right after "watching Combat Replay"
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Rafid
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RE: A Checklist for the Allies

Post by Rafid »

I'm also fairly green, but would like to add some:

For the first turn: Kull's spreadsheet (as mentioned Chickenboy) is complete and very good point to start, but might be a bit overwhelming with its 4000+ lines. Just remember: You don't need to do all of it, but can use it as an inspiration in theaters where you are at a loss what to do. You can find it here: http://www.matrixgames.com/forums/tm.asp?m=2306421

For the turn routine (in addition to what jwolf said): I found the "Alerts" page of tracker (an external tool) quite helpful. You only have to follow up a few of them (like "LCU reached destination"). Tracker also provides some nice filters you can check once a game month for oversights (like LCU in move mode without destination, bases with insufficient air support...).

I remember starting my first grand campaign as very daunting and was highly afraid I might forget something small but significant. Don't worry! [8D] You’ll get into the flow and enjoy. You'll forget some small things, but they won't matter. The points made by crsutton and scondon87 might sound comical, but they're true nonetheless.
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Trugrit
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RE: A Checklist for the Allies

Post by Trugrit »


This is a pretty good walk through for turns 1 and 2:
tm.asp?m=2564541


"A man's got to know his limitations" -Dirty Harry
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Yaab
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RE: A Checklist for the Allies

Post by Yaab »

ORIGINAL: doodle

Hello, I am new to this game. I would like to have a checklist of things I need to do on the first turn of the Allies on the grand campaign, I finished Coral and Guadalcanal and I would like to move onto the grand campaign.

I would also like to have a generic checklist for every turn, so I can learn what I need to do at the beginning of every turn. I feel I would learn faster if I knew what my goals were at the beginning of each turn rather than attempt to forge my own goals. I'd make my own goals in games like these but I feel if I knew what was the most important thing to start it'd be better for me.

Thank you [:)]

Uhm, the best way is to slowly develop your own checklist through restarts. I could never use the Kull's Excel spreadsheet because its format is too abstract and dry for my liking. I needed a kind of explanatory narrative, so I have created a Word document and put my first-turn thoughts into it. Right now my Allied checklist is 28 pages long.

For example, this is how my Colombo, Ceylon checklist looks like for scenario 100 (updated scenario 1)


COLOMBO - BASE:
-build forts in Colombo

COLOMBO - NAVY
-create AMc Rampur TF, patrol Colombo hex
-create AM Romney TF, patrol Colombo hex
-move the only existing AKV, AKV Athene to Bombay --- for shakedown TF there to gain exp day/night
-move the only British AS Lucia to Bombay – shakedown TF there
-create cargo TF with two big 8100 capacity ships xAK Troja and Clan Forbes, load supplies, unload in Perth --- thes fast ships will wait there to pickup two Marauder air groups from USA for transport missions on Ledo-Myitkina route –MARAUDER PICKUP TF
-create 10800 capacity tanker British Unity+KV Thyme for hauling fuel on Bombay-Colombo route–will haul fuel form continental India to Colombo
-move all 6400 capacity and 5600/200 fuel and 5500 xAKs to Cape Town – they will move supply from Cape Town to Bombay
-move 4 x 3900 capacity AKs to Bombay to haul supplies from Bombay to Calcutta (Bombay accumulates supplies as it is most developed port in India, by 31 Dec it had 100,000 supplies in previous campaigns)
-create 1 x CS 3900 xAK Colombo to Chittagong, supply


-create Amphibious 1 x 4175 capacity xAK Michael Livanos to Addu Atoll with supply –set to No Refuel, auto disband on return in Colombo
-create 1 x 4175 capacity xAK Hermion to Diego Garcia with supply - set to no refuel, auto disband on return in Colombo
-load TK Marine with fuel with KV Jasmine to Diego Garcia with fuel – do not unload, do not refuel? – will be disbanded in Diego Garcia to refuel short-legged ships coming from off-map

-create amphibious 1 x 3900 xAK with Supply for Cocos Island; no refuel; disband TF there
-create amphibious 1 x 3900 xAK with supplies for Christmas Island 10, no refuel –disband TF there

-create shakedown for the remaining 3900 capacity xAKs (euro M class) with deck guns –they fit in most small bases, and can fend off submarines with their deck guns
-move all xAKLs to Chittagong for supply runs to Rangoon
-create CL/CA Exeter and Glasgow TF with radar ships, move to Palembang so they can protect the clogged Palembang port with extra radar coverage
-move xAP Khedive Ismali to Bombay
-move the free tanker to Abadan
-repair the CL

COLOMBO AIR
- train Naval Search for Vildebeest and CVL Hermes group

COLOMBO LCU
- move the three battalions of 98th Ind Bde from Ceylon's bases to Colombo, prep Colombo, Strat Move
-----------------

Hope it helps.
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